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Book 1: MANUAL OF MAGIC PDF Version 1.

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 Karma 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 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 ISBN 0-88038-278-3
TSR, Inc.
Typography by Betty Elmore PRODUCTS OF YOUR IMAGINATION™ 394-55423-XTSR1200

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 reproduction or other unauthorized use of the material or artwork contained herein is prohib-
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 ©1986 TSR, Inc. All Rights Reserved. Printed in U.S.A.
Index Gemstones . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Glamor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Selecting spells . . . . . . . . . . . . . . . . . . . . . . . . . 8
Sensing . . . . . . . . . . . . . . . . . . . . . . . . 10, 26, 27
Absorption . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Gramarye. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Servant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Admittance . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Gravity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Shape-shifting . . . . . . . . . . . . . . . . . . . . . . . . 27
Advancement. . . . . . . . . . . . . . . . . . . . . . . . 4, 37 Gray magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 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 Ice 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
Astral projection. . . . . . . . . . . . . . . . . . . . . . . . 16 Immovability . . . . . . . . . . . . . . . . . . . . . . . . . 23 Static 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
Black magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . 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 Trance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 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
Damage absorption . . . . . . . . . . . . . . . . . . . . 17 Martial Arts . . . . . . . . . . . . . . . . . . . . . . . . . . 11 White magic . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Damage conversion . . . . . . . . . . . . . . . . . . . . 17 Masters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Witchery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Danger, sensing . . . . . . . . . . . . . . . . . . . . . . . . 27 Matter rearrangement . . . . . . . . . . . . . . . . . . . 24 Zoology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Darkforce . . . . . . . . . . . . . . . . . . . . . . 19, 20, 29 Mental barrier . . . . . . . . . . . . . . . . . . . . . . . . . 24
Demonology . . . . . . . . . . . . . . . . . . . . . . . . . . 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 Speed . . . . . . . . . . . . . . 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
Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 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 death, vapors . . . . . . . . . . . . . . . . . . . . 30 Housing Costs Chart . . . . . . . . . . . . . . . . . . . . 13
Fire 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
INTRODUCTION Onward, boldly, into MARVEL SUPER
HEROES’ REALMS OF MAGIC.
sources. These are also
enchantments, incantations, etc.
called

The Campaign Book of the MARVEL


SUPER HEROES 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 source 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 key to being an
game in order to play. Universal Table on which a character’s efficient magic-wielder.
Magic in the Marvel Universe 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,
Inhumans, 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 magician 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 hero, 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 monsters that inhabit the
Marvel Universe.
So tarry no longer, thou who art desirous
to learn the true secrets of the ancient arts.

3
CHARACTER on what type of magical character he is.
Suitability requirements for characters who
Each type is further defined by another
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
To understand a character in the Marvel dumb luck, and sometimes a stout heart,
Dice Go To
Universe one must look at the three general pure nature, etc. Suitability requirements for
Roll Character Step
areas that define a character’s magical magic wielders are far more stringent and
01-10 Magically Enhanced #2
abilities and personality: how magic shapes this section is primarily for these characters.
11-35 Possesses Magical
a character’s life, the character’s suitability A hero who is a magic wielder must have
Item(s) #3
as a magic user, and what energies he a Psyche of Good or higher. The reason for
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 Strange This type of character derives his power
some characters can fit into more than one received from the Ancient One. 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. Doctor Strange intense training. The other 5% (a percentile or enchantment. This type of character is an
has his magical cloak and amulet, 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 Talisman, 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
villains, but also spending free time pouring
STEP 3. Characters
characteristics. Absorbing Man is an
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 Black Knight 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 Moon Knight and Tigra. 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
spells and incantations. Doctor Strange, energies, whichever the player prefers.
Baron Mordo, Brother Voodoo, and Shaman
STEP 1. Character Type 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
+1 CS column when Dice Roll Type
Table 3.0: Number of Magical Items
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 blade 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
rank number do not
have one ability of the player’s 71-80 Earring(s)
whichever kill-they
choice increased by 1 rank).* Roll 81-90 Belt
is lower stun instead
on Table 3.1 for each item. 91-95 Judge’s Choice
51-90 3 items. Roll on Table 3.1 for each 96-00 Player’s Choice
*These two-handed weapons cannot be
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 01-20 Full Medieval Plate1 96-00 An exotic or unique piece of
61-75 Jewelry II 3.6 21-40 Full Chain Mail1 jewelry selected by Player
76-95 Miscellaneous 3.7 41-50 Chest Plate2
96-00 Creatures 3.8 51-60 Shield3
61-70 Helmet4 Table 3.7: Miscellaneous
Table 3.2: Weapons 71-80 Full Leather Armor1 Dice Roll Item
81-90 Unusual or exotic armor (Judge’s 01-10 Wand
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, Box, 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 86-90 Rope, Chain, etc.
that is applicable to him.
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
Sword 0 10 pts/or blade longer 31-40 Emerald *Judge’s discretion on capacity and flying
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 Topaz

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 monster (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
demons, 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). Valkyrie’s winged horse, range, twice the duration, etc.*
21-60 Mount Aragorn, is an example of a magical mount. The conditions could include a
61-00 Familiar 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 dragon 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
31-40 Faerie magic
Characters 41-50 Atlantean magic
Most mystics, magicians and sorcerers in
the Marvel Universe follow a specific 51-60 Scientific magic
This type of magical character derives his
school of magic. Magic schools are divided 61-70 Specific Realm/Pantheon magic
powers from spells using personal,
into three general types: magic for the 71-80 “Nature” magic
universal, or dimensional energy (see 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
One by using evil magic. Such renegade special vulnerability to iron or steel. It is a
01-15 Personal Energy Only
magic wielders usually become outcasts neutral” magic school.
16-50 Personal and Universal Energies
from their original schools, but a wise Voodoo Magic. This is a school derived
Only
51-00 All Energies sorcerer should always beware of them. from the Loa, 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 Atlantis. 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 Jennifer Kale. 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)
86-97 5 Therefore, it can be very powerful if used in
11-20 Druidic magic conjunction with “white” magical artifacts
98-00 6

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 Diablo, 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 potions, powders, and pills he as Asgard 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.
82 Shape-Shifting, Unlimited* Disguise. This group of spells all help the
* 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 Coloring, Glamor, Growing, and Shrinking.
one selection.)
89-90 Telekinesis Eldritch Attacks. This group of spells
91-92 Telepathy are all Eldritch attack spells. They include
93-94 Tongues Table 6.3: Dimensional Energy Spells
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
04-06 Cyttorak Astral Projection, Density Control-Self, and
found on the Dimensional Energy List as
07-10 Damage Absorption Transformation.
one selection.)
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
41-42 Glamor Witchery. This group of spells all affect
80-83 Shield-Multiple others. They include Density Control-
43-44 Growing-Others 84-87 Teleportation
45-46 Healing-Others Others, Growing-Others, Healing-Others,
88-90 Thaumaturgy
47-50 Illusion Invisibility-Others, and Shrinking-Others.
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 Scholar of Antiquities. The character has
bonus for characters or cults that have
page 39 of the MARVEL SUPER HEROES an extensive knowledge of antiques,
taken the time and effort to keep their
Campaign Book to determine his talents. especially ancient magical artifacts and lore
identities from being revealed.)
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 Dormammu). The character has a
explanations below. Once all details of the ability for the purpose of Slugfest. +2 CS when researching information on
talents have been recorded on the player’s this subject.
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
66-70 Theoginist
that he learned from his days prior to 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 occult 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.
Iron Man or the Hulk 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 Magik) to
from being a constant unbalancing force, 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 Clea, 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 Reed Richards, attention away from his face (perhaps a “reserved” or a “stick-in-the-mud”. Certainly,
whom everybody knows is the leader of the mask as well), and by not drawing attention there is no rule that says the character cannot
Fantastic Four 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 ** = Not including the cost of utilities,
06-15 Typical 6 rp
live in New York City (as that locale seems insurance, and upkeep for this type of
16-45 Good 10 rp
to draw super-powered villains like ants), dwelling, which equals an additional 1% of
46-75 Excellent 20 rp
but some have made their base of the total cost per month.
76-95 Remarkable 30 rp
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,
to learn from their masters, only about 20% writers, and so on.
who wield magic items start the campaign
per normal procedures (page 8 of the live with them. If the player wishes, he may
roll percentile dice to see if his master will 9. Does the hero have any hobbies or
MARVEL SUPER HEROES Game
allow him to live in his abode (01-20 = Lives favorite pastimes?
Campaign Book).
with master, no living expense required,
21-00 = character must have his own place). While this facet of the character is generally
Table 9.2: Magic Wielders Starting
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
Dice Roll Lump Sum Photography, cooking, music, and so forth
to rent or buy a dwelling in an average
may all have some purpose in an adventure
sized town. some day, sort of like secondary talents. No
01-20 250 rp
21-45 500 rp character should have over three of these
Housing Costs Chart useful pastimes, and if he does not actively
46-75 1,000 rp
76-90 2,500 rp RENT (per month) pursue them at least once every other
Efficiency Apartment 4 rp month, they should not be considered useful.
91-00 5,000 rp
1 Bedroom Apartment 8 rp
2 Bedroom Apartment 16 rp 10. What does the hero’s costume look
6. What nationality is the hero?
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.
world-spanning, what country he lives in. If Mansion* 40 rp per floor
On the back of the new Magical Character
the character has the ability to mystically Office 20 rp
Sheet are design forms for costume
travel and communicate with others, then Office Floor 50 rp
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 Witch, 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 Thor 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 question
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
SPELL intricate they are, if his spell rank FEAT roll
is successful.
The caster must concentrate on controlling
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 ghost, 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 the end 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 match 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, zombie-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 dealt with as normal that round. If the FEAT
1 The target sits down and tries to
only summons or recreates the physical is successful, the appropriate amount of
think things over. If attacked, he
body; however, if the dead character’s damage is immediately added to his
defends himself, but otherwise
astral form survives (see the Astral Health, instead of subtracted as damage.
ignores everyone else.
Projection spell), it can reanimate the body, In this fashion, the caster’s Health can go
2 The target begins weeping or
restoring it to true life. as high as 200. In addition, the caster’s
laughing uncontrollably. He
receives a - 1 CS to all actions. Strength is raised to the same rank as the
Curse. With this spell, the caster can weave attack, if the attack’s rank is higher.
3 The target walks around randomly
an enchanted curse around an opponent. If If the caster using this spell also has
as if lost. If attacked, he defends
the spell rank FEAT roll is successful, the some form of body armor, the attack is
himself, but takes no other action.
curse will remain with the opponent for the reduced by the body armor before the
4 The target becomes fascinated
duration of effect. The duration of this spell caster makes his absorption FEAT roll; the
with one trivial action and will
is unusual; a curse cannot exceed Amazing caster can attempt to absorb whatever
perform or watch it repeatedly. If
duration (one month), even if the caster’s points of damage remain. The caster’s
attacked, he defends himself, but
spell rank exceeds Amazing. Strength is increased if the points
otherwise ignores everyone else.
When a curse is attempted, the target can remaining in the attack exceed the rank
5 The target attacks the nearest
avoid it by making a successful Psyche FEAT number of his current Strength rank.
character, no matter who he is.
roll. If the curse takes effect, the victim can If he wishes, after the caster stores up
6 The target attacks everyone
make one Psyche FEAT roll per day to at- 100 points he may try another spell rank
(different character each round.)
tempt to break it; a successful FEAT roll FEAT roll. A successful roll allows him to
7 The target attacks the nearest
means the curse is broken. The target will not redirect this energy by using all of his newly
large building, machine, or crea-
know who attacked him, regardless of gained Strength to inflict a blow of up to
ture.
whether or not the curse is successfully cast. Monstrous damage. If the roll fails, he just
8 The target walks up to the nearest
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 control the density of another living
The Judge can decide to allow curses
item, plant, creature or character from its creature or an inanimate object. He must
that have different effects instead of
current location to the caster’s location. point at the target and make an Agility FEAT
column shifts, such as: temporary aging;
This spell can even restore a broken or roll for targeting. A living target can attempt
warts and boils; etc., but no curse can
decayed item to its original form while in to Dodge. If the caster’s FEAT roll
cause the death of a character.
the act of teleporting. succeeds, he has control over the
If conjuring a trivial item, plant, or molecular cohesion of the target.
Damage Absorption*. This spell enables
harmless animal, the caster need make no The caster can reduce or increase the
the caster’s body to absorb without harm
FEAT roll, it simply appears. density of the target by one rank each
some of the damage from energy attacks,
If conjuring a complex or dangerous round. The caster must concentrate on the
both magical and non-magical. The
item, plant, or dangerous creature, or target, so the caster cannot attack or cast
character is still vulnerable to physical,
attempting to conjure a broken or decayed other spells while using this spell. If the
missile, and mental attacks. The spell rank
item, the caster must make a successful caster stops concentrating on the target, it
indicates how much damage will be
spell rank FEAT roll before it appears. will stay at its present density rank for the
absorbed per round before the caster is
If conjuring forth a willing character duration of the spell, then begin returning
harmed (i.e., a Remarkable rank would
(teammate, friend, etc.) the caster must to normal, shifting one rank per round until
prevent the first 30 points of damage from
make both a successful spell rank FEAT roll its normal density rank is restored.
an energy attack).
and a successful Psyche FEAT roll before For each rank that a living target’s
the character appears. density is reduced, apply a -1 CS to the
Damage Conversion*. The spell enables
If conjuring forth an unwilling character, target’s Strength. Furthermore, anyone
the caster to magically absorb kinetic
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 vision. The caster also has
a limited ability to fly, 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 swarm 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 flash 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, mutant, 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 hood’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 cyborg, 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 elemental 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 whirlwind 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 (storm, tornado, what the caster wishes to know) as well as
blizzard, 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 Nightcrawler’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 radius.
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, ghosts, 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 spot 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 Klaw. 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 shroud. The target
remains unconscious while in the vapors. Magical Enhancements Table No special conditions indicate that the
The caster can dissipate the vapors at
Dice Roll Enhancement character’s enhancement is constant and
will. Once gone, by the caster’s will or at
permanent.
the end of the duration of spell, the
01-10 Raises 1 select ability by I rank* Effective during certain time periods
character starts dying and must follow the
11-25 Raises 2 select abilities by 1 indicates that the powers only work during
procedure on page 11 of the MARVEL
rank each. * night, do not work for more than 8 hours at
SUPER HEROES Game Battle Book.
26-40 Raises 2 random abilities by 2 a stretch, or whatever period the Judge
If the character the caster is trying to
ranks each* decides.
save has been dead for over 2 rounds, but
41-60 Raises 2 random abilities by 2 Requires self-sacrifices to maintain
less than 3 hours, the caster can try to
ranks each* and grants one indicates that something must be given up
create a special, potent vapor which will
magical power by the character to keep his magical
have the same effect as described above.
61-75 Raises 2 select abilities by 2 enhancements. Possibilities include
To create this special vapor requires the
ranks each* sacrificing wealth (character must not
caster to make a spell rank FEAT roll and
76-90 Raises three random abilities by exceed a Resource rank of Poor), his
deduct one rank from his Psyche (for a
2 ranks each* personal life (no secret identity allowed),
week) whether he succeeds in the spell or
91-95 Raises 3 select abilities by 2 friends (character is thought of as a rogue
not. The caster can keep attempting this
ranks each* or questionable hero, at best), and so on.
spell, but must deduct the Psyche rank
96-98 Raises 3 random abilities by 2 The Judge makes the final decision).
each time he tries. If his Psyche rank drops
ranks* each and grants one Keyword or gestures indicates the
to Feeble or below, due to the exercising of
magical power character can only increase his abilities
this spell, he permanently loses a Psyche
99-00 Raises 3 select abilities by 2 and/or gain his power when he performs a
rank.
ranks each* and grants one certain gesture or says a keyword, such as
magical power “By the Mists of Merlin, let the Silver
Wave. The caster unleashes a sorcerous
Sorceress appear” or some symbol must
“wave” of mystical force causing damage
*Abilities have an upper limit of Amazing: any be displayed (Judge’s discretion). The
equal to the spell rank. The wave can be
enhancement above Amazing is ignored. character would then be magically
linear and directional or cover the complete
enhanced for a set time period, say 1 day.
area of spell, effecting everyone and
Raising a select ability indicates that the Conditions laid down by the Judge
everything in its range. Whenever a wave of
player can choose the ability he wants indicates some other requirement than
Remarkable intensity or higher ripples
raised. The ability is then increased. those listed beforehand must exist for the
forth, all in the area(s) must make an Agility
Raising a random ability indicates that character to become enhanced (Judge’s
FEAT roll to remain standing, otherwise
the referee should roll a die randomly for discretion).
they fall to the ground. The duration of the
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
HOW SPELLS ARE only due to negative column shifts.
** Spells and abilities below Class 1000
Variable If a caster is attempting to break
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
for non-magical powers. The spell rank of a +1CS To any spell used against a target
enchantments do not allow the target to
spell, enchantment, etc., at the time it is that is considered “vulnerable” to
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
Note that as the spell ranks of the The third factor affecting a spell’s
considered beneficial to the
character’s individual spells increase, he effectiveness is the target itself. Table 0.2:
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
MAGIC USE endanger bystanders or the loved ones of an
opponent in order to gain time to escape or
rank of any spell cast by a magic wielder in
the astral plane.
AND COMBAT to put their opponent at a disadvantage. The
Judge should not delay the spellcasting of
A character cannot use his Astral pro-
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
USING THE MAGIC wants to try for a Bull’s-Eye effect, like
shooting a magical wand out of an
Bull’s-Eye. The attacker hits the target
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

US
BL

LE

00
T

HL
EN

RO
KA

IB

10
G
L

RT
IN

X
LL

ED
LE
0

ST
AR
CA

S
OD
OR

AZ
IFT

IFT
EA
CE

AS
EB

CR

ON
M
PI

AM
GO

UN
PO
SH

SH
RE

CL
EX
TY
FE

IN

M
0 2 4 6 10 20 30 40 50 75 100 150 1000

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

Slugfest Bite-Claw Targeting Blasting Mental Hold? FEAT Slam? Stun?


Control Roll

Miss Miss Miss Miss Miss Miss Affected 1 area 1-10


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


KARMA AND The Karma costs for all new spells
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
Karma. No player character should be evil a rank (Disciple or Adept) at which he can EXAMPLE
or chaotic—that is definitely not heroic and learn spells from books and items on his
own, with little supervision from a master. If To better illustrate the step-by-step
runs against the grain of the MARVEL
a character has no master and is not process by which a magical character is
SUPER HEROES game and the Marvel
capable of self-teaching, the Judge can created, I have included a brand new
Universe; however, the character
either declare that he cannot learn new character and show you how he was
generation system allows the creation of
spells, or that he must spend extra time randomly created. Follow the steps in
nonplayer character villains. order, using the Character Generation
The sorcerous community is a pr d one and pay a substantial increase in Karma
(usually double). Character ranks are section of this booklet.
and the reputation of a character almost
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
Certain spells (Eldritch Blast, Matter Endurance 44 Excellent 20
Advancement. 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 STEP 1. Character Type
exists for the character (the master set it
to cooperate, but it is because of fear,
up) and he may start investing in it already,
rather than respect. Most NPCs will On Table 1.0: General Character Type, I roll a
without the 200 Karma point expenditure. If
cooperate with a person with negative 42, which indicates that the character is a
he has no master, the character must
popularity, but seek to get away as soon as Magic Wielder. The table refers me to Step 4.
create the improvement fund as usual.
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 Sanctum Sanctorum 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 dedicated demon-hunter who likes to have
the Judge, the character may have limited Powers 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
the character is okay, as a Judge I think he provide the Judge with a fun time in a game
STEP 6. Magical Spell Ranks 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 All Marvel characters and the distinctive
6.1: Personal Energy Powers is 48, 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: DOCTOR STRANGE, RAGGADOR, FALTINE,
guards the gates to the underworld in Greek
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:
MORDO, BROTHER VOODOO, ANCIENT ONE,
good possibility at subtly gaining Resource Ranks shows that Cerberus has a
OMAR THE CRABBY, TALISMAN, VALKYRIE,
information. The Excellent Passing spells Remarkable rank, which means he earns a 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,
I decide that the character must be a highly MUNNOPOR, OSHTUR, SERAPHIM, VALTORR,
STEP 7. Determining the 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, AVENGERS,
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, DOCTOR DOOM, 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. Group. Copyright 1~11986 Marvel Comics Group, a
the resource points.
Rolling on Table 7.1: Magic Wielder division of Cadence Industries Corporation. All
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 PDF 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
Lake Geneva, WI 53147
Interior artwork by the Marvel Bullpen and Jeff Butler
TSR, Inc. ISBN 0-88038-278-3
Graphic Design by Steve Winter
PRODUCTS OF YOUR IMAGINATION™ 394-55423-XTSR1200
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 reproduction or other unauthorized use of the material or artwork contained herein is prohib-
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.
INTRODUCTION MAGIC IN GENERAL The following steps show the various
degrees 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 Novice. This character knows fewer than
verse we must first look at its exact defini-
aspects of magic in the Marvel Universe. If five spells or has less than an Amazing spell
tion. Magic-The practice of using certain
you haven’t read the Manual of Magic yet, rank in at least two spells. He is spending
energies and powers whose nature is
read the first book before you read this most of his time with his master (when not
beyond the scope of technologically ori-
one. That book is the foundation for magic practicing what he has learned on villains).
ented science.
in the MARVEL SUPER HEROES™ Role He can study tomes and scrolls and even
Playing Game system. You must under- perform magic found therein, but he cannot
The Origin of Magical Power
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 further 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.)
ferent 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 powerful 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
super-human beings found in the Marvel as you wish. You see, stars are not inert his magic as normal, but no FEAT roll is
Universe, list additional specialized spells, celestial bodies. They are highly intelli- necessary to determine if the entity
and describe many of the magical items gent, aware, and powerful.”—Apalla, a entreated will be affronted by the entreaty
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, ever, provoke a hostile reaction from extra-
information provided in past Marvel com- though, the results can be quite striking.” dimensional entities by abusing their
ics titles, particularly Strange Tales 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 “HOW
logue. magic wielder (and of a magical item or SPELLS ARE CAST” section in the Man-
The best way for the Judge to use this creature, for that matter). In the Manual of ual of Magic.
material-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 different types: per- Disciple. 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 ground, 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 more 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
information within this book provides a is important to magicians, is the reference written works.
history of past exploits, characters, to the ultimate power coming from the Disciples, like novices, are usually
places, and items useful for developing sun, which is our own star. This may ignored by the more powerful dimensional
heroes. explain why the forces of light, usually entities. A disciple using a Dimensional
referred to as the forces of order, good, or Entreaty spell uses his magic as normal,
“white”, hold sway over the forces of dark- but no FEAT roll is necessary to determine
ness, usually referred 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 currently
beneath his total consideration. A disciple
Magic Wielder Ranks can, however, provoke a hostile reaction
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
struggles against malefic forces, but only Adept. The character possesses at least 8
at such a time that it is fitting and spells. He has a spell rank of at least
proper!”—Doctor Strange Excellent in all of them and Incredible or
better in at least two of them. He spends

2
more time adventuring than he spends A sorcerer 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
master’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
more information than if he were a novice A sorcerer supreme is more recogniz- 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- availability.
cerer could normally gain special attention lance against foes and by overcoming the The beginning spell rank for a spell
from dimensional beings (see the Entreaty constant burden of responsibility this rank learned in this way is Good.
FEAT Roll Table and the Casting Shifts involves.
Table in Book 1. Adepts. The adept can learn one spell
Masters and Their Role from a written tome or scroll every six
Master. 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 master’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
very 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 learned. The normal amount of Karma
acquire from the Learned One’s teach- points needed to gain this spell is waived
ings.“ - 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
further definition to how a spell is con- Karma.
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
Human Torch, it is because the character the Judge makes a final decision on spell
has had an accident which physically availability.
altered him to control that spell, or the The beginning spell rank for a spell
character is a mutant and was born with learned in this way is Good.
the ability to control that spell. Magic is dif-
ferent. It is the knowledge of how to tap Masters and Sorcerers Supreme. A
into that spell and manipulate it. And how master of the mystic arts can learn one
does one gain that knowledge? Through written spell in a tome or scroll every five
learning 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 progress in his knowledge of magic than two weeks without study, the spell
use. This includes learning new spells. cannot be learned. It must be remem-
The “KARMA AND ADVANCEMENT” bered, 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-
learning 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
information 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
Sorcerer Supreme. 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 otherwise be spent in gaining Karma.
existence is called the Sorcerer Supreme additional benefits as well: A player can request that his character
or the Sorceress Supreme. The Sorcerer Disciples. The disciple can learn one be allowed to study a particular spell, but
Supreme 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 availability.
A sorcerer 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 learned and their energy types are at the
He has a spell rank of at least Remarkable he studies daily). If the disciple goes more Judge’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 sorcerer supreme has the not be learned. The normal amount of Excellent.
greatest amount of mystical knowledge in Karma 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 Chroni-
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 Serpent 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 FEAT roll is required for this. However, this
novice, the student can learn one person- found in Book 3 for Ebora, but substitute background 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
hundred 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, research, 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
learning a personal and a universal spell Concentrating on
would take 500 hours of instruction.) 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 acter’s concentration and study for the
must be kept in mind: the novice is not use of magic cannot be overstated. This is
considered 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 forces.
an enemy, suffers a penalty of Karma loss
(half of his current Karma vanishes) and Disruption. 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
Darkforce, Monstrous (and greater) physi-
Important Masters. Masters of Doctor cal damage, and the like. A magic wielder
Strange’s order that have been mentioned or item in an area where this force exists
in the past include Rama Kaliph of Arabia; suffers a –1 CS.
Turham Barim of the Near East; Count Disruption is different from distraction in
Carezzi 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
senile). caster has some ability to influence (such
To represent these Masters of Order, 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 Creatures, 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 Mordo 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 equal!”—The Dread Dormammu
his own; Adria, a schemer who often plans
attacks on Doctor Strange, even in his “Speak to me not of equals, Dormammu...!
Sanctum Sanctorum; and Kaecilius, 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 represent 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!”—Baron Mordo
result in these characters being reduced
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!”—Doc-
Demonicus, Adria, and Kaecilius have tor Strange

4
Karma Adjustments. All super heroes (deprived of sight by a blindfold, 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- requires sight such as targeted attacks, Apply a –1 CS to the villain’s FEAT roll
bearing of the lot. The reason, quite sim- Bands, Sensing—Clairvoyance, Post- to resist any of these spells.
ply, is a matter of confidence. When Cognition, and so on.
dealing with magical energies and extra- Apparition
dimensional beings, the mind can become Gloating Astral Projection
easily boggled, sometimes leading to a Chameleonic Coloring
dangerous lapse in concentration. When While confidence and bravado are neces- Damage Absorption
the concentration goes, so does the effect sary, gloating is highly undesirable. Vil- Density Control-Others
of the spell. The constant reassurances, lains, by necessity, gloat- That is usually Density Control-Self
threats, 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 recover. Enchanted Eye
other character’s resolve as well. Gloating and humiliating a character is Foretelling
The usual form this lack of resolve takes how a villain achieves his Karma. Magical Healing-Self
is in the character running away and villains, especially the Dread Dormammu Healing-Others
accepting the Karma loss (whether NPC and Baron Mordo, can gloat for 10 to 20 Immovability
or PC). But, with magic wielders, loss of rounds at a time, if it appears that their vic- Invisibility-Self
confidence or despair can affect their per- tim is helpless. Invisibility-Others
formance. As explained in Book 1, heroic If a hero tries to gain time by allowing a Luck
magic wielders who behave in a particu- magical villain to gloat: that is, acts weak Mental Barrier
larly cowardly fashion lose suffer double and defenseless, inquires about how the Mental Probe
the Karma loss that their actions would villain trapped him, and so forth, the villain Post-Cognition
normally require. is allowed a Reason FEAT roll. If the roll is Protected Senses
If, however, a magic wielder heroically successful, the villain will continue his nor- Static Field
attempts to rescue innocents, thereby mal actions (attacking or whatever). If the Telekinesis
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. Trance
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
regardless 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 gloating. cery, but my power over the former is
An evil sorcerer who gloats over his limited.”—Doctor Strange
The more powerful a magical spell is, the opponent receives 20 Karma as a reward.
more gesturing and chanting must be The reward 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 sorcery. Unless spe-
wielder is prevented from completing his In addition to eating up time, a gloating cifically stated, as in the Mesmer-
gestures 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 certain spells listed below (see the Gloat- puters, etc., cannot be affected by magi-
is somehow blinded, certain spells may ing Table). 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 Effects. If a Gloating Table not reattach a robot’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 Villain’s Rank Rounds of Gloating unless those sensors are hooked to a
use any universal spells. If a magic wield- Novice 6 human brain, as in the case of a cyborg,
ing character is bound and gagged (pre- Disciple 7 Charming a tank would not work, nor
vented from speaking clearly), he cannot Adept 8 would Tongues allow a magic wielder to
use any dimensional spells. A successful Master 9 converse with a computer, though he
Hold when Grappling effectively binds a Sorcerer Supreme 10 could read the print outs of a computer if it
character. 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 roll. organic beings.
described as negating all of the victim’s This gloat check is made every round
magical spells, a character can always thereafter 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
DIMENSIONS home dimension and an alien dimension
that is familiar to the caster. A dimension
unfamiliar dimensions, to characters who
failed a FEAT roll when attempting to open
Dimensional travel and adventures occur can be considered familiar if the caster a direct aperture, to characters involved in
more 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 aperture to escape the
realm containing space, matter, and desired destination is not familiar to the Earth dimension to another one, then tra-
energy which is separated from our own caster he must make a successful spell vel from there through other dimensions to
universe by some physical difference 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 aperture: 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 crossing. 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 directly One once formed a bridge of Elemental
character, probably due to the fact that so into a specific dimension, then his arrival 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 aperture to the one he desired. On many occasions
adventures 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 aperture spell. to his own dimension. A beacon allows the
dimension. traveler to return to his own dimension
Other dimensions offer endless oppor- Dimension Crossing. 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 surround- applies to characters who are traveling to through dimensions at random until he
ings of the Dark Dimension. If a Judge
wants to set up a campaign where heroes
fight copies of themselves, meet legend-
ary heroes, or face a strange new menace,
a different dimension is the perfect place
to go.

Dimension Travel
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 apertures, traveling across dimen-
sions, and astral travel.

Dimensional Apertures. These open


from one dimension directly into another,
such as from the Earth dimension into the
Sixth Dimension (this aperture is supplied
by the Screaming Idol, see Magical Items
section). The Dimensional Aperture spell
is capable of establishing such a direct
link between dimensions.
FEAT Rolls. A magic wielder with a
Dimensional Aperture spell can easily
open an aperture between the caster’s

6
finds a familiar one. Hazards of character automatically recovers when the
Travel Distance and Movement Speed. Dimensional Travel duration of effect expires.
For game purposes the distance between S a n i t y-B e n d i n g . T he character
any two dimensions is measured in the Hazards of Dimensional Crossing. A becomes extremely disoriented. The char-
dimensions themselves. The placement of character who travels quickly through 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 through 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 “dreaded, interdimensional Road of Rep- ter’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-
through 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 through 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
ter’s normal movement speed. Consider a collides with himself, all is lost. spell rank is required for the effect, the
dimension as equal to three areas for A character who leaves the Road may Judge chooses the spell rank—Incredible
movement rate. Therefore, if a character drift in Limbo forever as no spells or is suggested as the upper limit.
has a normal movement rate of 3 areas powers work once the victim loses contact
per round, he can move through 1 dimen- with the Road. Dice Effect Similar to the Character
sion per round. This represents a greatly The Road can be shattered by a mighty Roll Suffering from this Power
accelerated speed used only for dimen- magical attack, as Doctor Strange did with 01-10 Charm
sional travel. A character must fully con- his amulet but this can catapult the char- 11-20 Confusion
centrate on his movement to pass through acter into ~The “realm of non-existence”, 21-30 Emotion Control (over hero)
dimensions at this rate. He is allowed no a sort of negative dimension that rips the 31-40 Fear
use of universal or dimensional powers character into two individuals, a “posi- 41-50 Forgetfulness
while he is moving through dimensions. tive” and a “negative” self. A character 51-60 Illusion
If a character encounters another char- will drift in this “realm” until the two selves 61-70 Mesmerism
acter or creature within another dimension find each other and reunite to become 71-80 Paralyze
the movement rate for both parties reverts whole. 81-90 Power Block (hero is blocked)
to normal within the dimension. 91-00 Trance
The Effect of Dimension Travel on the
Astral/Dimensional Travel. 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 Sanity-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 through
Dimensional Aperture 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- frequent.
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- Sorcerers Supreme
the astral plane into those dimensions, if bending 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 rolls. Netherworld which exists either in time or
astral form can be “out-of-the-body” When a character is performing a in space—either as matter, or as a fathom-
before damage occurs remains the same, dimension crossing the Judge will have to less void—such were given over into the
it must be remembered that time passes at randomly roll each non-specific dimension eternal deathless keeping of the Living Tri-
different rates in different 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
(Judge’s Discretion). that the dimension is Sanity-Threatening, c o smos—by celestial design-there was
The Judge may assign certain nexus while a 11-30 indicates the dimension is one being who was the supreme master of
points to the city, state, or country that a Sanity-Bending, 31-00 indicates that the sorcery—and only one!”
hero occupies. Nexus points are always sanity of the character is not challenged.
difficult to reach and are sometimes down- Both Sanity-Bending and Sanity- Many powerful beings control the affairs
right dangerous. Usually myths and leg- Threatening 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 Living Tribunal regularly
as the Bermuda Triangle, haunted 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 destroyed so as to not unbalance the oth-
These nexus points will offer immediate dimension at least four times previously. ers. A big part of this decision making
access to other dimensions through the Once a character fails his Reason FEAT process depends on the Sorcerer
use of Astral Projection. and his sanity is affected, no further Rea- Supreme of that dimension. When the
son FEAT checks are necessary for the Earth 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
Whereas the probability of a hero ever The historical differences 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 Interdimensional. Of or concerning the
Sorcerer Supreme. A Judge could build Alternate Future. One of the possible space between two universes, each of
quite a series of adventures, with this one future time-lines, a result of the present 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 alternate Limbo. A generic term used to describe
the above statement, there is only one future will become one’s present reality any of a number of dimensions character-
Sorcerer 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 reality Properly this term is used to describe True
Sorcerer Supreme is to defend his dimen- diverges 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 resulting sions.
exploitation. In dimensions other than alternate future. Hence, one’s divergent
Earth’s, the task of the Sorcerer Supreme self will experience one of the alternate Microverse. A parallel universe that can
is made easier by the fact that the Sor- futures as his present reality, while be reached from the Earth dimension by
cerer Supreme is often also the ruler of the another of his divergent selves will experi- compressing one’s own mass to a certain
realm and thus does not rely only on his ence a different alternate future as his. point, thereby forcing it through an artifi-
own power, as Doctor Strange does. cially created nexus into the other uni-
While Sorcerer Supremes usually battle Alien World. A planet in another dimen- ve rse. Microverse s were once
each other, they may wish to “probe” or sion that usually contains life, but has erroneously believed to exist within
“weaken” their future opponent through important differences from Earth, atoms.
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-forms, though they may be Micro-world. A world existing within a
cerer Supreme to handle these lesser humanoid, are not human. Such a world parallel universe known as the
opponents. may occupy a position equivalent to microverse. Micro-worlds were once erro-
Earth’s in another dimension. An alien neously believed to exist on subatomic
Sorcerers Supreme and Rulership. In world in which magic operates strongly is particles.
many dimensions of the Marvel Universe, often called a Mystic Realm.
the ruler or monarch of the dimension is Multiverse. A group of universes which
also the Sorcerer Supreme. These rulers Astral Dimension. A dimension that does are in some way related.
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- Nexus. A point in a dimension through
power of their own. Dormammu, Umar, sion usually requires 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 Divergent Earth. A world resembling
rulers who seek to conquer Earth. For rea- Earth in every way up until a single Parallel Earth. A counterpart to Earth
sons that are not always clear, evil rulers moment in time where events occurred a (usually in another dimension) that
such as Dormammu prefer to work different way than on Earth. There is an matches Earth and its history very closely.
through lackeys like Baron Mordo or evil infinite number of possible divergent Any world that seems to be a parallel Earth
cults rather than act directly. In game Earths, but no one knows how many actu- may actually be an alternate Earth with dif-
terms, when dimensional rulers leave their al divergent Earths really exist. Diver- ferences that are very subtle and hard to
own realms to intervene in other dimen- gent Earths exist in the equivalent space spot.
sions, the Judge should apply a –1 CS to to our Earth’s in other dimensions. A diver-
all their spell ranks. What this represents gent Earth is an alternate Earth but not a Parallel World. A world which exists in a
is not necessarily a reduction in the ruler’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 Ectoplasm. 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
Glossary of of the astral plane is composed of ecto- Pocket-dimension. Also called a pocket-
Dimensional Terms plasm. Ectoplasm is usually invisible to universe. A universe whose size is far
people without certain magical or psionic more limited than that of the Earth dimen-
Alternate Earth. A planet similar to Earth powers. Normal matter can usually pass sion.
in physical characteristics, natural phe- through ectoplasm as if the ectoplasm did
nomena, living species, and most other not exist, Ectoplasmic objects may seem
respects. The main differences are in his- solid in relation to each other.
tory. Alternate Earths exist in another
Extradimensional. (1.) A being from a

8
SPECIFIC The last of the Norse mythology “Nine
Worlds” is Muspelheim, land of the fiery
Dimension Travel above for astral projec-
tion through dimensions.
DIMENSIONS demons. All of these latter dimensions
have interdimensional portals to Asgard, Avalon
Asgard but are arranged in such a fashion that it
seems as though they are “under- Ruled By: Presumed Uninhabited
Ruled By: Balder the Brave, King of ground”, or below Asgard.
There is a special passageway from The Isle Mystic exists in extra-dimensional
Asgard space between Earth and the Dark Realm
Asgard to Olympus, home of the Greek
This is the home of the Norse Gods of the Gods. Since Olympus is not part of the of the Fornor. When humans, led by
Marvel Universe. Asgard is a small extra- Asgardian cosmology, this nexus-port is Amergin, came to Avalon in the 12th Cen-
dimensional planetary body whose nature most likely artificial rather than natural. tury, they unwitting opened a passageway
and physics are different from those of Beings of the Earth dimension have, in from the realm of the Fornor to Earth. The
planetary bodies found in the Earthly certain instances, been able to travel from Fornor attacked Avalon and devastated it.
dimension. The prevalence of magic enti- Earth to Asgardian space. Asgardians Amergin contacted his descendant, Doc-
ties it to be described as a mystic realm. themselves, particularly Thor and Loki, tor Druid, and Druid dispatched the
Asgard is a relatively flat asteroid-like have taken an active part in Earth’s affairs. Avengers to aid Amergin. Joining forces
landmass 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 Asgardian spirit occupied the body of a 12th Century
This sea apparently has a surface, one magic. While they do not reply as readily ancestor, 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 entreated ancestor was destroyed, but Amergin’s
Asgardian cosmology recognizes “Nine for Dimensional energy with which to work Druid magic restored the Black Knight’s
Worlds.” These are probably the only spells. spirit with its proper body.
worlds known to the Asgardians at the
time they were worshipped by the Vikings Dark Dimension
of the Marvel Universe.
Four “worlds” exist on Asgard itself: (Also called the Nether Dimension, the
Asgard, home of the gods (which includes Dimension of Doom, and the Dread
Valhalla, a special region of Asgard con- Dimension.)
taining the spirits of the honored dead); Ruled By: Clea, Regent and Sorceress
Vanaheim, home of the Asgardians’ sister Supreme. Her head is surrounded by the
race, the Vanir; Nidavellir, the home of the flames of regency, a non-damaging
Dwarfs; and Alfheim, home of the Light emblem of rulership.
Elves.
In addition, Asgard is connected to dif- There are many dimensions referred to as
ferent dimensions that contain the remain- dark dimensions, implying that they are
der of the Nine World’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 structure. The original
Bifrost, the Rainbow Bridge, which is now Astral Plane dimension itself is a pocket universe; it is
shattered in the middle. Passage to Earth also the head of an empire which extends
is now difficult. Ruled By: No one over other dimensions now part of the
Jotunheim, the world of the Giants, is a Dark Dimension. It is sometimes referred
In the Marvel Universe, the astral plane is to as “dimensions without number”. This
flat ring-shaped realm with high moun-
an alternate universe in a space equiva- is because the Dark Dimension is one of
tains along its inner edge. It exists in its
lent to our own where all matter is com- the most powerful magical planes in exist-
own pocket-dimension.
posed of ectoplasm. On the astral plane, ence and conquering other dimensions
Svartalfheim, home of the Dark Elves, is
the life energies and consciousnesses of from here through magic is usually easy.
another asteroid-like land mass that may
other beings are visible only to those who The Dark Dimension itself has an
or may not exist in its own pocket-dimen-
can reach the astral plane by psychic, psi- extremely large population that lives on
sion. There are numerous nexusports
onic, or magical means. The astral plane scattered “islands” of terrain. This tends
between the mountains of Jotunheim,
is also sometimes called the astral dimen- to support the theory that large numbers of
Svartalfheim, and Asgard allowing easy
sion, astral realm, or the spirit world. Many the population have some magical capa-
passage between realms.
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 physical law there. This prevalence of
actually the astral body of a being who has
non-heroic deaths and Niffleheim its sis- magic and strange gravitational effects
died.
ter region, is the land of ice and home of (each patch of substance seems to gener-
For more on astral projection and com-
the dishonored dead. Hel and Niffleheim ate Earth-like gravity despite its small
bat on the astral plane see the Manual of
both seem to have their own dimensional mass) make for a sanity-bending experi-
Magic under the Astral Projection power
status, but are considered to be in the ence for humans.
and in the MAGIC USE AND COMBAT
same “world” by the Asgardians. The extent of this magical power can be
section on Astral Combat. Also see

9
seen in the numerous Dimensional Entreaty Umar’s Royal Guard Dimension of Dreams are not always
spells that call on entities within the realm noted by Nightmare or, if he did note them,
F A S E R I P
(for example, the Dread Dormammu, and he did not interfere. There could be many
Gd Gd Ty Gd Ty Ty Gd
even the Dark Dimension itself). reasons for this. He has been forced to act
The exact location of the Dark Dimen- Health = 36 Karma = 22 on behalf of other dimensional entities
sion is a bit of a puzzle. There has been before, possibly certain adventures or
passage between the Dark Dimension and Weapon 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- (Remarkable) becomes so busy that he cannot afford to
sion is one of the farthest from Earth. This turn his attention to matters of lesser
has not been explained, but in game terms Clea’s Rebels (Magic Wielders—Novice) importance, such as minor intrusions in his
it may be the incredible, inherent magical territory.
power of this pocket-dimension that F A S E R I P The dimension itself is a bizarre collec-
makes dimensional apertures so easy to Gd Ex Ty Gd Ty Gd Ex tion of images and substances, Doctor
create, and nexus so easy to locate. We do Health = 46 Karma = 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 order, as in the wondrous
known of the Dark Dimension than any Eye of Agamotto, can disrupt and destroy
other dimension outside of Earth’s. Universal Spell: obstacles, structures, 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 Wizards, who lated dimension, with its main inhabitants
added the many worlds to his own realm. 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: Unrevealed 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 threatening in their own manner. Doctor
Faltinian race who had been exiled, Dor- there 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 throne. Doctor Strange. The Baron later escaped, nothing had substance, nothing was
Dormammu soon exiled his sister, apparently unharmed, so despite its material. It was a dimension where the
secured his regency, added more to his name, the dimension cannot really be that slightest fantasy or dread could instantly
realm, and tried to add the Earth’s dimen- dangerous to a master of mysticism. become real and console or attack the
sion to his holdings, but was always intruder. No scientific laws existed. Cer-
thwarted by either the Ancient One or by tain magics were extremely powerful,
Doctor Strange. When Dormammu was
Dimension of Dreams especially those usually hampered by
defeated by Eternity, whom he foolishly Ruled by: Nightmare (equivalent of a Sor- physical laws such as Levitation, Flight,
attacked, Umar returned and took over the cerer Supreme) Illusions, etc. This dimension was quite
throne. Dormammu returned and different 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 everywhere would stop dream- so vast a realm, Nightmare must fix some
by a revolutionary 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 throne. World, an area within the Dimension of drained.
The regency of the Dark Dimension is Dreams, Nightmare can see all within his Another dimension visited by Doctor
an interesting 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 different from either of these descriptions
entreat the regent’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.
more information). 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 Dreams.
Dimension are provided . control, altering its form at will. Needless While the Dimension of Dreams seems
to say, this is a sanity-threatening 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-
F A S E R I P own realm.
Ty Gd Ty Ty Ty Gd Gd mare’s extremely powerful illusions. Vol-
Yet, despite all this, some chronicled untary entrance into the Dimension of
Health = 28 Karma = 26 adventures show that intrusions into the Dreams can be gained through many

10
means, including sleep caused by the lkonn power for Faltine and Valtorr for There is some connection between
Mists of Morpheus. Involuntary entrance Vishanti). Dweller’s Dimension and the Nightmare
into the Dimension of Dreams happens Dimension, possibly just the fact that
every time a character falls asleep. While Dimension of Time Nightmare cannot exist without night-
asleep, Nightmare can keep a character’s mare’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).
glasses, and swinging pendulums all The dimension itself is very dark and
Dimension of the marking the passage of time. It should not foreboding, with some pieces of floating
Shadowqueen be confused with True Limbo, as they are matter. It is considered sanity-threatening.
separate realities and one cannot go back The Dweller, and, presumably, his dimen-
Ruled By: Currently Unrevealed. It was into the past in the Dimension of Time. 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
Sorceress 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 senses, they slowly destroy the charac-
threw her, Silver Fox, the last of the Wizard Time, thick, red coils that spring forth from ter’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
intruders for eternity. If more than one can be dangerous, as a loss of confidence
This pocket-dimension is very Earth-like can cause a loss of power.
and may even be an alternate Earth. It is a character intrudes, it will always go for the
bit more stark and elemental than most of weakest, free character first. A character
Earth and its population appears to be pre- can try to dodge the tendrils and can pos- Earth Dimension
dominantly 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 throne Incredible damage.
city of Shialmar which, during her reign, 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 Sorcerer Supreme.
sacred and no profane act forbidden. by a character within the dimension. Time
can be temporarily made to go faster or This is the prime dimension of the Marvel
Dominating the city is the Palace of the Universe, the location of the vast majority
Shadowcueen with its black crystalline 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.
Nekron 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
tury in its construction. The Shadow- pocket-dimensions seem to intersect with
queen’s royal guard were called the Doctor. He needed to trade another sor-
cerer’s astral form for his own, which was the Earth dimension than any other.
Shadow Guard (use the Mercenary abili- Another peculiar facet of the dimension
ties from the MARVEL SUPER HEROES shortly due to be given to Satannish in
payment for past services. But Doctor is the desire by so many different 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 overthrown with the is that it is the largest of all dimensions,
help of Doctor Strange and Wong. The dimension) and collected Nekron before
he could defeat Doctor Strange. and yet contains fewer magical characters
Shadowqueen had been pledged to the in proportion to its size.
furthering of the interests of the N’Garai a The magic inherent in the Earth dimen-
race of demons who are utterably and irre- Dweller’s Dimension sion seems to be of a different type than
deemably evil. When Doctor Strange most other magical dimensions (the
(Also called the Dimension of Fear)
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). Furthermore,
supposed, one of the leading rebels, Sil- Little is known of this interdimensional evil extra-dimensional beings, like Night-
ver Fox, to take her place. But the N’Garai space. It is ruled by the Dweller in the Dark mare, Dormammu, Umar, and Tiboro 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 sion.
be corrupting the dimension even now. flying or using great gray monoliths as Astral projection within this dimension
Umar’s statistics in Book 3 can be used fixed Dimensional Apertures. 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 projec-
serve the Shadowcueen), while Clea’s dimension the Dweller can influence tion exist, particularly psionic and psychic
Sorceress Supreme statistics can be used events in the Earth dimension and he abilities, but the projection is almost
for Silver Fox (substitute the dimensional desires 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, Horus, the falcon-god, Isis, goddess of fer- cant respect; however, the full mysteries of
instead of only intersecting it in places. tility, Geb-god of the earth, and Nut, god- time travel have yet to be reveled.
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 Tazza
the explosion of primal mass at the center any Dimensional Entreaty spell to the
of the universe flung particles throughout ancient gods of Egypt, if answered, will be Ruled by: Tazza, the Sorcerer Supreme
the dimension which eventually formed answered by the Heliopolitans.
the planets, stars, and everything else. This pocket dimension has only one cur-
rent inhabitant, its evil ruler, Tazza. Little is
It is known that before the age of man, Hyperspace known of this dimension, save for a few
Shuma-Gorath, “Him Who Sleeps But
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 uninhabited. Unlimited spell at a Monstrous rank; Tazza
the sleep of eons. Occasionally, every mil- just wants to be left alone; he and Dor-
lennium, he can try to return 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-dimension
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- empire; the dimension is located “on the
ond, hyperspace is “warped” in compari- outer edge of infinity”, implying that it is
Forbidden Dimensions son to Earth’s dimension so that the farther away than possibly any other
distance between two points in hyper- dimension, except Raggadorr; and Tazza
Ruled By: The ruler of the Dark Dimen- space might be immensely shorter than
sions 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
sanity-bending dimensions where the pos- reach a destination in their own dimension. resume that practice.
sibility 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), therefore prudent travelers journey the Negative Zone) and warp-space. It is Negative Zone
more 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. taar, Monarch of Baluur. No known Sor-
they are called forbidden. The ruler of the Because it is so easily reached through cerer Supreme.
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
den Dimensions are most likely small or one of the least visited by magical charac- immeasurable as our own-with planets,
pocket-dimensions that are uninhabitable ters. suns, life-forms and civilizations to beggar
and serve as buffer zones of protection the imagination” (Mr. Fantastic’s own
around the Realm of the Dark Dimension. Limbo words.) The only major known opening
from the Earth dimension into the Nega-
Heliopolis Ruled By: Immortus tive Zone was through a dimensional por-
This dimension is unique in that it exists tal shaft originating on the thirty-fourth
Ruled By: Osiris, the Sky-Father outside the time-stream and thus pos- floor of the Baxter Building, 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
powerful human-like entities who possess Limbo might imagine that time passes as a result of personal combat between
god-like powers and were worshipped by there, 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 there. In order to time travel without aging, Olympus
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: Zeus, 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 Twenty-First Dynasty of Egypt (about Richards, Doctor Doom, Immortus, and adjacent to Earth. It is where the Olympian
945 B.C.), the Heliopolitans were impris- Kang the Conqueror) or magical means gods of the Marvel Universe dwell. A por-
oned by their treacherous 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; formerly seven “false” deaths.
portal 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- ceress Supreme. into four smaller sectors, two opposing
erful human-like entities who possess This dimension is rarely found in the
black and two opposing white dimensions
god-like powers. They were worshipped recordings of interdimensional adven-
(checkered). The first sector is Menace,
by the ancient Greeks and Romans of the tures. Lectra ruled from her home of Allen-
where the threat to the character’s sanity
Marvel Universe from about 2000 B.C. to dra, a huge, glittering, golden city-island
first begins. The second sector is Calm-
A.D. 500 (the gods are known by both their that sinks beneath the sea of Phaseworld
ness and Tranquility, a lonely stretch of
Greek and Roman names). Their precise when she is not in attendance.
land with a lovelycastle. Thethird sector is
origin, like that of all races of gods of the Phaseworld was an extremely magical
a smoky Inferno (flaming Typical damage
Marvel Universe, is lost in legend. extradimensional world, where the Sor-
per every other round to any character not
There are numerous Olympian gods, but ceress Supreme could command the very
protected against magic, heat, or flame).
twelve of them comprise the Olympian elements of the planet itself. Its beauty
The fourth sector is Home, where the
Pantheon, the ruling court of the Gods. was breathtaking and awe-inspiring, its
inhabitants of the dimension dwell in pas-
The best known of this Pantheon are people, delicate and almost angelic. Any-
toral peace. One must go through the first
Pluto, lard of the dead, Neptune, lord of one travelling to Phaseworld will find they
three sectors to reach the fourth.
the seas, Ares, god of war, Apollo, god of have a +1 CS in all magical actions and
Quadriverse was ruled by the Creators,
light, Venus, goddess of love, and Her- combat (even magical items and magi-
a league of sorcerers from various time
mes, god of swiftness. The most famous cally enhanced characters are better
periods, who sent the sorcerer Xandu to
Olympian, and member of the Avengers, there).
neutralize Doctor Strange, so that they
is Hercules, Prince of Power. Lectra’s green-haired sister, Phaydra,
might expand the Quadriverse into the
While the Olympians today have little to was the rightful ruler but Lectra ensor-
Earth dimension. Led by Stygyro and
do with the inhabitants of Earth, it is possi- celled her and seized the throne. Lectra,
backed by the power of the In-Betweener,
ble that Dimensional Entreaty spells based in her quest for power, tried to convince
they were powerful enough to plant sug-
on them would be answered. Doctor Strange to marry her and co-rule
gestions and illusions in the mind of the
Ancient One, though he was one with the
her dimension, but she accidentally
Orb Dimension destroyed Phaseworld when she shat-
universe. The Ancient One temporarily
stripped Doctor Strange of his title of Sor-
tered the Soul-Mirror which bound the sis-
Ruled By: No One cerer Supreme and the Creators tempo-
ters to the land. If one travels to this
rarily took over the Earth dimension by
The Orb Dimension is found within Doctor dimension now, he will only find lifeless
transforming themselves into stars, forc-
Strange’s Orb of Agamotto. It is a dimen- rubble floating in space.
ing the real stars into human form. Eventu-
sion of unreality where Doctor Strange’s ally, all was set right again by Doctor
memories of the past make a kind of Won- Quadriverse Strange and Apalla, one of the star/
derland realm, (as in “Alice In Wonder- humans. Now that Doctor Strange has set
land”) but it is populated by characters Ruled By: Currently Unrevealed things in the Earth dimension aright, they
and creatures whom he knows or has The Quadriverse is a four-sectioned may possibly have returned to rule Qua-
feared (super-powered heroes, villains, dimension, possibly a multiverse, 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
Magic operates as normal and some Raggadorr
enter the Quadriverse, one must
spells, such as Illusions and Confusion, encounter its female guardian and enter
are especially potent. Entrance into the (Also known as the Nameless Dimension)
her mind, which is not as difficult as it
world is through the Orb itself, or through 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
Strange’s amulet. One must venture affect character’s drives, making them Raggadorr, and that which is known is par-
through the unreal lands to the center of savage and careless, They seem to revel tially assumed from snatches of incanta-
the Orb before finding the exit out of the in their own power, using the most tions.
Orb Dimension. It is not easy to escape, extreme 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 Entreaty
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 appli- rier. These rings may actually be rings
It is possible that every mystical orb has cable here.) around a planet, such as Saturn’s rings, or
its own dimension inside. This is a sanity-threatening dimension, may be the only matter in the dimension.
far worse than Phaseworld or the Dark A magic wielder can exist there because
Phaseworld Dimension. A character can die a number Kaluu fled from Earth and was trapped
of times here, then return to life again there 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-
destroyed, but can be reached by slipping and Karma loss from being defeated is as gle between Dormammu and Eternity,
into Earth’s past and entering from there.) normal). There is a final death after about released enough energy to break his

13
entrapment there. Upon his return we first Many lifeless dimensions must be tra- Kobar
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 extremely This realm may have been permanently though far more primitive scientifically. It is
hateful of the dimension, implying it was destroyed recently by Alpha Flight who ruled by a mighty barbaric warlord,
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 Walter Tymon. At one time they were tempted to
It has been referred to more than once Langkowski, once Sasquatch. invade the Earth dimension and began
as a “dimension beyond the edge of the stealing military items from the Earth so
they could duplicate them. But Doctor
universe”, and other phrases that lead us Sixth Dimension Strange showed them a vision of what a
to believe it is probably the dimension far-
thest away from Earth’s dimension, but, as single nuclear explosion could do, and
Ruled by: Tboro, Undisputed ruler and
in the case of the Dark Dimension, its pow- they were so appalled that they not only
Sorcerer Supreme.
erful 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 resem-
sion, which does not sound too pleasant, bles some of the more desolate, rocky sec- K’un-Lun
and may also be the location called “the tions 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,
gadorr, is an extremely powerful cleansing extradmensional world, approximately a
rain, washing off even the most vile of Items section). Tiboro, who used to spread
Screaming Idols throughout the dimen- million years ago. The ship’s warp-drive
magical fungi. These rains may be power- engines somehow created a permanent,
ful enough in their own dimension to sup- sions to “recruit” slaves, is the absolute
ruler of his dimension. oscillating rift between the pocket-dimen-
port 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 Earthly
health and increased longevity to its MISCELLANEOUS WORLDS space periodically on a site in the remote
inhabitants. Kaluu had barely aged those AND DIMENSIONS Himalayan Mountain range in Tibet.
500 years, though he implied that the pas- The K’un-Lunians cannibilized their
sage 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 Misconception know that the Central Hall of Ancestors
Dimension. was once the spaceship that bore them to
This sanity-bending dimension is ruled by
the In-Betweener and, by all accounts is their world. Now that the mystical emerald
Realm of the Beasts otherwise uninhabited. There the original
crystal that regulated the dimensional
matrices has been broken by K’un-Lun’s
Wheel of Change keeps spinning, keeping
Ruled By: Currently Unrevealed (was the balance of all the dimensions intact.
adopted champion Iron Fist, the duration
Somon, most ancient and powerful of the of this period of interface with the Earth is
beasts) unknown.
Dimension of Satannish
Apocryphal stories about K’un-Lun told
This is an extradimensional world, not
Satannish rules this dimension, calling it by travelers gave rise to the Chinese leg-
unlike Earth, but in a universe “outside of
his “vaporous, venom-dripping void”. end of the same name. Master Khan is a
man’s experience”. A million years ago
This realm is referred to at least once as sinster god of K’un Lun who demands
Great Beasts rose up. They pillaged and
existing within us all as an unconscious bloody acts of devotion from his followers.
corrupted the world, then set forth in If this cult ever spread out of K’un-Lun, it
search 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 forces of Order.
dimension closest to them, and three likelythatthe reference deals with the per-
times they were driven back by the North- manent nature of evil and howdifficultis is
to eradicate it. Magik’s Limbo
ern Gods of the Marvel Universe. The last
time the Beasts were sealed behind a bar- Ruled By: Magik
rier designed to keep them forever in their K’Ai
own realm, but because of the magic The dimension that the New Mutant Magik
A micro-world formally ruled by Jarella rules is actually a pocket dimension of the
required to seal them up, the gods were
green-skinned female who became tke, True Limbo dimension. Time does pass in
also imprisoned.
lover of Bruce Banner/the Hulk. Magilk’s dimension, though at a variable
The Realm of the Beasts is entered from
Earth with the use of the Great Key, a pow- pace compared to Earth time. The matter
Katharta of Magik’s Limbo can be shaped and
erful magic item, in a crater in the North
called the Eye of the World. The barrier transformed by her thoughts and emo-
An extradimensional barbarian land which tions. She is the Sorceress Supreme of her
sealing the Beasts is weakened for a spawned Korrek, companion of the sor-
moment and a master with the Dimen- dimension, a position she took from
cerers Dakihm the Enchanter and Jenni- Belasco, a sorcerer whose powers were
sional Aperture power may pass through. 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-Sword, but no details are known. mon, the Sorcerer Supreme of a race of and it will instantly come to him.
The dimension is populated by minor green-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 through 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 Tiboro’s Screaming Earth’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- third round against a sanity-threatening
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 returning 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 Unrevealed lapse back in on itself. While the adept
fire. Undoubtedly their dimension is outside the Void can slow down the rate of
sanity- threatening 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
life in doing so. through an extremely powerful spell by a
the void forever.
master, or through the Doorway of the
Dimensions, can one leave the Realm
Pohldahlk Watoomb
Unrevealed 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 powerful being that may not be mortal. He
plane is sometimes tapped into for Dimen- is entreated many times in different spells,
“A land of despair, where law holds little
sional Entreaty powers. he has retired 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
Polemachus called upon, possibly indicating that his
Crawler, the Worm of Darkness, or the
dimension is a very windy place or that
This extradimensional world is the home of Slitherer in the Shadow. He is a bipedal
movement within the dimension is by rid-
Arkon. He is the greatest of champions alien with tentacle- like fingers and a trun-
cated body. Through his many battles with ing wind currents instead of walking.
in this militaristic world. The rings which
surround 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
recharge 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 recharger outer edges of this dimension. The dimen-
built by Iron Man and charged by Thor, and sion may very well be a pocket-dimension
later Storm, did the trick. and acts as a buffer between many dimen-
Arkon’s natural tendency is to conquer sions.
other worlds. He has attempted pitting
three extradimensional worlds against Therea
each other and has fought with the X-Men
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
Void
just cannot be trusted to constantly
restrain its militaristic tendencies. Also known as “The Madness Within”,
this is the dimension that is nexused
Pseudo-Hades through Shaman’s pouch. It is a vast
dimension that crosses through different
(Also called the Dimension of the Winding
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 Sorceress
hand of another mage who was reaching
Supreme, illusionary powers work very
into his mystical bag and nexusing the
well there, and her daughter, Jimame
same dimension. The dimension is a
Szardos, once tried to be a disciple of Doc-
direct 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
ENTREATING
Extradimensional entities are often spo-
ken of as gods in the Marvel Universe. A
Marvel 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
were once worshipped on Earth and Earth
itself. See the Dimension section for much more power than the average being recruit new Earthly followers and believers
Asgard, Heliopolis, and Olympus. they are sometimes referred to as gods (or to his cause.
When a character wishes to perform 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- source 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 sorcerers
call as entity from here on) is usually
entreated or introduced. For a character to
Entity Intervention of Earth to help keep the balance of the
cosmos by opposing these chaotic cults,
perform such a task requires 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
entreated under the dimensional spells list gate.” benevolent and wish to assist these Terran
in Book 1, but certainly additional spell The Thanatosian Tomes. wizards in their fight against Chaos by
effects are possible. From a 1623 translation by the Marquis De answering their entreaties.
If a player with dimensional spells Rais
wishes to create a new spell, he should
discuss its exact definition with the Judge,
Entreating an Entity
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. are constantly trying to usurp new belief and will answer. This subject has
domains and unbalance the universes. been covered in the use of Dimensional
Entities Because Earth seems to be a nexus for Energy in the Manual of Magic but it
so many dimensional apertures, 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- entreaty. 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
Earth 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- entity’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 otherwise would-be conquerers. A few entities are to punish the entreating party for offend-
possess great mystical energies. They are completely neutral, such as the In- ing him.
considered here because their energies Betweener, but those are rare. Many times in the past Doctor Strange
can sometimes be tapped by Earthly Because mankind can sometimes be as has called on an entity whom he does not
mages to provide energy for their magical greedy, 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 Versus
once even called on the energies residing pawns or subjects. This class of demons Schools of Magic
in the Darkhold). Usually he never con- includes Mephisto and Satannish. In deal-
tacts them again, at least not as a regular ing with humanity, these demons some- In the Manual of Magic casting shifts and
source of spell. Once recognized as an times falsely claim to be the incarnation of specific entreaty FEAT rolls were intro-
enemy, it is very unwise to contact an absolute evil, in order to exploit humani- duced based on schools of magic that
entity again. ty’s belief in such a being. All such claims stood for order or chaos. The following is
Some entreaties are actually methods are 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 Order
sorcerer 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- Agamotto
opponent. Usually, though, entities are gory include Dagoth, lkthalon, Sligguth All-Freeing
extradimensional existences. and veritable hordes of lesser known crea- Ancient One
tures. Eternity (though it is borderline)
Demonic Creatures and The third type of demons are also of Hoggoth
Extra-Dimensional Evil extradimensional origin, but are non- Munnopor
humanoid in form and alien in motivation. Nirvalon
In the Marvel Universe, the word “demon” Some of these demons have appeared on Oshtur
is used to refer to evil beings of mystical Earth at some point in their existences; Vishanti
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 category include Shuma-Gorath, an enor-
mous multi-tentacled slug-like creature Chthon
worlds. While most demons are born as Darkhold
demons, it is possible for a god to physi- that preyed upon humanity in pre-history,
the N’Garai, a race of demons who are the Demons and Chaos in General
cally degenerate into a life-preying Dormammu
demon. extradimensional spawn of one of the
elder demons who escaped Atum’s Faralloh
Demons usually sustain themselves by lkonn
preying upon lesser creatures (generally demon- purge, and the Undying Ones,
another race of demons who originated lkthalon
astral forms or life essences). Demons Mephisto
often attempt to prey upon the life extradimensionally.
There are also a number of extradimen- Mabdhara
essences of humans, and also use Satannish
humans as pawns in schemes to increase sional mystical beings of an evil nature
whose origins are so shrouded that they Set
their own power. Shuma-Gorath
There appear to be three major types of cannot be classified as true demons of any
of the previous three types. Some are Sligguth
demons. The first type appeared on Earth Zom
before the dawn of humanity. These rulers of their own dimensions, like Night.
demons, sometimes called the Elder mare, and may be evil gods. Some live in
interdimensional space like the Dweller in All others are unknown or neutral.
Gods, were at one time closely associated
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 mortals like Tiboro, Xander, Shialmar, Dor-
born). The Elder Goddess Gaea was the mammu, or Umar.
only one who did not degenerate, and she All of the major demons and sorcerers
gave birth to Atum, a god who destroyed discussed above can grant dimensional
most of the elder demons. Chthon and Set energy for spells and all of them are linked
were among those who escaped the with evil and chaotic magic (except for
demon-purge 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 regard 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 realms,
name in their spells.) are more than a match for all but the most
Long after the departure of the elder powerful of sorcerers.
demons, a second type of demons arose. Heroes do not suffer a Karma penalty
These demons posses vast mystical or destroying demons. Regardless of
power and dwell in (and sometimes rule) their power, all true demons are irrevoca-
extradimensional realms. To this day, bly evil and destructive and should be
regarded as monsters.

17
SPECIFIC ENTITIES d) force the truth to be spoken by any- The spells: Unrevealed
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...”—Spider-Man effect of the beam). “By Avanahm’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
entreaties. or other mental influence over a character. structure.
f) act as the following powers at an
Before a mage can call on an entity he Amazing power rank: Mental Control, Balthakk
should know something about him or it. Mental Probe, and Telepathy.
The following section deals with the most The entity: Unrevealed
common entities in the Marvel Universe All-Freeing The spells:
that have been entreated in the past,
This information includes what we know The entity: Unrevealed “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: Bolts power but resembling lightning bolts
most often associated with the entity, if
any, 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 required. Bromagdon
entreaty powers in relation to what their
nature should be and who should they be Amtor the Unspeakable The entity: Unrevealed
entreating. The spells:
When a character invokes a spell asso- The entity: Unrevealed, most likely a per-
ciated with an entreaty being, he uses the son “Bromagdon’s Ruby Rain.” Calls forth a
spell rank specified with the effect (if there red rain that melts the flesh of the target
The spells: Unrevealed (Remarkable damage) and burns the
is one) rather than the character’s rank for
entreating 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
entreating Balthakk invoked the “Awe- not place.” Used as a part of an incanta- rare spell, only once used in all the chroni-
some Bolts of Balthakk” he would cause tion which places a target in suspended cles.
Incredible damage, not Excellent. animation.
Miscellaneous use:
Agarhotto Ancient One “Wheel of Bromagdon.” The first line of a
powerful Trance incantation once
The entity: A character/entity that is pri- The entity: Former Sorcerer 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 Dracula. It had no effect on
is used as a symbol of truth or life. He is Strange. He is now “one with the uni- them.
the first of three entities that comprise the verse”, a form of benevolent spiritual
more powerful entity of the Vishanti. Most entity.
Chthon
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
facet of the entity. “By the power of the Ancient One.” Used
Gods who first materialized in Earth’s bio-
as a supportive incantation. When used
sphere shortly before mankind appeared
The spells: with a “white” school magic spell for the
on Earth. He and his sister Gaea were
furthering of order it adds a bonus of +2
Agamotto’s name is often called upon by among those who inhabited the land
CS for all FEAT rolls related to the spell.
Doctor Strange as a reinforcement of the masses. When Chthon suspected that
This can only be used once a day by a
powers of his amulet (see Item Section, Eye they would be supplanted by the newer
player character. Clea can use it up to 4
of Agamotto). Whenever an Agamotto gods, he inscribed a parchment with the
times daily and Doctor Strange can use it
entreaty is used, a bright shining light will be mystical knowledge of the world he has
whenever he wishes.
emitted from either the caster’s hands or an amassed. This parchment would later be
Though the Ancient One, like Gaea/
undisclosed source. This light will either: known as the Darkhold (see Magical
Mother Nature, exists in the Earth dimen-
a) act as an Eldritch Beam of Amazing Items). Through the Darkhold Chthon has
sion his power and influence is so great
intensity for the sake of attacking chaotic an indestructible medium through which
(and his response to entreaties are so like
creatures and characters. to manipulate Earthly pawns.
an entity) that he is considered a dimen-
b) blind chaotic creatures or characters Chthon possesses a mastery of mysti-
sional entreaty power for the purpose of
if the user makes his Agility FEAT roll for cal forces on a scale that defies descrip-
the game.
Targeting (Yellow result or better is tion. In the dimension where he now
required). resides he has absolute control over every
c) act as an Eldritch Beam of Monstrous
Avanahm aspect of that dimension’s reality. His
intensity for the sake of breaking barriers, major limitation is that he cannot freely
The entity: Unrevealed teleport between dimensions because it
bands, cages, etc., real or magical.

18
takes such an enormous rift to accom- power. The power rank is always the user’s Daveroth
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: Unrevealed
Earth without the most elaborate of prepa- large gem, and so forth, whatever the
rations due to the exhaustive magical caster desires. The spells:
screens around Earth first erected by his In addition, the Crimson Bands can also “Daggers of Daveroth.” Creates a spell
sister, now known as Mother Nature, and be manipulated like a whip for snatching that works like an Eldritch Crystals power,
reinforced by Earth’s multitude of sorcer- things or like a rope for pulling characters but sends flat red triangles flying from the
er’s over the millenia. out of danger. user’s hands instead of three dimensional
Entreating Chthon is almost the same as All of the bands can be severed easily crystals. They cause Incredible damage.
entreating the Darkhoid, except his by the Shades of the Seraphim spell.
powers are far greater. The difficulty is that Death
he is most definitely evil, and there is a “Scarlet Sphere of Cyttorak.” Acts as
20% chance that he will use the entreating above, but requires 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 extra-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 Incredible 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 Hela, 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 order. ity to unleash the fearful Zom from the physical ectoplasmic being known as
Legendary Amphora (see the Magical Death that embodies the same, but he
Cinnibus Items section). shall ignore most entreaties.

The entity: A location, probably arid, “Seven Bands of Cyttorak.” Acts as the The spells:
where it is daytime constantly. Net power of a Remarkable power rank.
Any spells that one of the death gods
The spells: “Conjured Crystal of Cyttorak.” Acts as a might grant would have to work for them,
“Let the Scorching Light of the Seven Shield-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 entreaty. yearn more for those they cannot easily
Daronthon have), the decision to entreat a death god
When used in conjunction with an Eldritch
Beam/Bolt or Blast, it raises the power is one with dire consequences, including
The entity: Unrevealed total Karma loss (Judge’s discretion).
rank by a +1 CS. Also used as a rhyming
line when a caster wishes to rhyme his The spells: Unrevealed
spells (absolutely no beneficial or punitive Miscellaneous use: Demons and
effect).
“By Daranthon’s Lost Lore...” and “Hear
Chaos in General
me, Great Powers of Daranthon.” Indi- Many entreating spells are calling on
Cyndriarr cates it could be an ancient wizard or lost demons in general, chaos in general, or
land, but is usually used as a secondary the concept of evil-turning it around to
The entity: Unrevealed entreaty 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 chanted in conjunction with a normal
“Crystals of Cyndriarr.” Use as an Eldritch add a +1 CS to any successful effects of
Crystals spell which creates hundreds of power or another entreaty for the purpose
that power. of doing evil, adds a +1 CS to any suc-
flying flat squares that are razor sharp and
cause Amazing damage. cessful effects of those powers. For game
Darkhold purposes, this should only be used by vil-
Cyttorak lains.
The entity: See Magical Item Section,
Darkhold “Shades of the Shadowy Demons.” Tiboro
The entity: Unrevealed, but it most likely is
crimson. 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- Clea have both used this, though rarely
“Crimson Bands of Cyttorak”, “Crimson ously taps in to the power of the Elder
Circle of Cyttorak”, “Cyttorak’s Crimson and always against evil (Master level
God/demon Chthon through the artifact magic wielders seem to know how to use
Band”, and the “Crimson Rings of Cyt- that he created. It is a very dangerous
torak.” All act as variants on the Bands the forces of evil against each other).
power or item to call upon.

19
“Dormammu’s Demons!” Direct entreaty also a possibility that someday a demon The spells: None specifically stated
to Dormammu, the powerful demon who will come forth that is so strong it will be
Miscellaneous Use:
used to be the Sorcerer Supreme of the uncontrollable and will attack the sum-
Dark Dimension. moner. Eternity might intervene and grant an
entreaty if it dealt with a situation that was
“Demons of Darkness” Possible alterna- Draggus threatening the balance of the cosmos.
tive entreaty to Dormammu. Otherwise, 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” place form 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: Unrevealed unbalance anything.
owy shores” Miscellaneous use:
“By the scarlet night of Draggus.” Used in Falroth
Denak (also called Danak) an incantation to resurrect Baron Mordo, it
is the only time in the chronicles that it is The entity: Unrevealed
The entity: Unrevealed, but definitely full of referred 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
The spells: great mystical energy where Chaos rules.
spell of Monstrous rank.
“Disks of Denalk.” Flat, purple disks that No other spells have been revealed.
fly from the hand as Eldritch Crystals of Dyzakk
Incredible power rank.
The entity: Unrevealed, but suspected to Faltine
“Demons of Denak.” This curse is used be a character who specializes in entrap-
ment spells. The entity:
extensively through the chronicles, but it
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. Dormammu
“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.”
week’s time is the rank number of the race. Clea is half-Faltine.
Creates a cage or sphere around the tar-
character’s Psyche, but only two demons
get that acts like the Bands power, but of
can ever be summoned in any one round. The spells:
an Amazing power rank.
The demons only stay until they are “Flames of the Faltine.” This is an
“destroyed” or the duration of spell is extremely common entreaty and has
Miscellaneous use:
lapsed. These demons cannot be killed, many effects, though they are similar.
but when their Health reaches 0 they dis- “By Dyzakk’s Unseen Face.” Used in an
Unless otherwise stated, the spell rank is
appear. Normal weapons and non-magical incantation, implies a character instead of
Incredible.
energy attacks only do half damage to the a location or item.
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 Eternity made, even if the rank of the entrapment
weapons will “destroy” them upon strik- spell is stronger
ing. The entity: Eternity is the name for the b) Prevents some entrapment spells,
The demons can be instructed as the sentient life-force 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 sorcerers and entities of a suffic- 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 creatures, 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 reality, 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 creatures, other verse. Eternity has no real body; on the the character (see Pishogue under
times as little imp-like demons (see their rare 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.
Heroes usually despise using demons, as axies. As the collective consciousness of 0 The flames can act as Eldritch attack
they are evil creatures. Overuse of all the lifeforms of the multiverse, Eternity 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. Eternity, and its emerald fireball that looks like an Eldritch
stronger 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 entirety,
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 Faralloh
not be snuffed by even the most powerful 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
“From their bitter, blazing land/May the depth of 40 areas. Anyone in the area Unrevealed, suspected reptilian.
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 great crack.
“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
Strength 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
fangs.

Hoggoth
The entity:
An ancient and powerful being who is con-
stantly being called “hoary”. He appar-
ently commands an impressive host of
followers for they, too, are constantly
entreated. Hoggoth’s hand is often referred
to, so possibly most of his spells emitted
from there. Other references include his
hounds and his hook, a scythe-like
weapon.
Hoggoth is the second member of the
Vishanti, and it is possible that the hosts
and beard that are referred 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
wicked.”

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
weapon.

“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-spell the first known to entreat Ikonn. Over the enwrap the target like the Bands spell, but
that can be used against any previously years the entreating of Ikonn has pro- with a spell rank of Incredible.
cast spell. gressed from a “forbidden ritual” to a not
uncommon practice. Living Tribunal
“Mystical Hosts of Hoggoth,” Incantation
used to seal a dimensional aperture or lkthalon The entity:
nexus. Power rank of the seal is Amazing.
The Living Tribunal is a vastly powerful
The entity: humanoid entity who has existed as long
“Hoary Hosts of Hoggoth.” Incantation
A sub-class of the second type of demons, as the universe itself, and whose function
used to introduce a spell of banishment. A is to safeguard the multiverse from an
successful Psyche FEAT roll is required, a servant demon who serves a major
demonic ruler. Possibly this “Hell” that he imbalance of mystical forces. Possessing
but, if successful, will send a target to untold power, the Tribunal will act to pre-
another dimension or point in Earth’s resides in is arctic and barren.
vent one of the universes from amassing
dimension. The point or other dimension more concentrated mystical powers than
is at the character’s discretion. The spells:
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 aperture, or were once used to hold Clea captive. imbalance between the mystical forces
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 Tribunal
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. imbalance affecting only Earth’s universe
untrodden, it Gan be destroyed, but con- to be monitored by the universe’s
necting an improvised walkway to it, such In-Betweener “abstract” entities Lord Chaos and Mas-
as a rope or mystical vapor, will enchant ter Order, and to be dealt with by their cre-
this new path to become part of the path- The entity: ation, the In-Betweener.
way. 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-
lkonn cepts of the universe: life and death, real-
planet, to safeguard an entire universe or
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 represent the
A powerful demon who “is the very per- and man. Fifteen feet in stature, half three sides of the Tribunal’s personality. Its
sonification of illusion.” He used to be wor- white, half black, the In-Betweener is an front face, through which it usually
shipped in a remote mountain temple in agent of Lord Chaos and Master Order, 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- represents necessity, and the half-hooded
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 Tribunal’s
destroyer of illusions as well as the crea- not existing, present everywhere and mind must be in agreement when judging
tor. present nowhere. a case requiring possible action before the
While possessing sufficient power to Tribunal can intervene.
The spells: alter reality on a cosmic scale, the In-
Betweener is not all-knowing or infallible. The spells:
“Illusions of Ikonn.” Acts as either the Illu-
Indeed, within the parameters of the In-
sion spell (targets have a –1 CS to their Unrevealed, but most likely will only con-
Betweener’s existence is both power and
FEAT rolls to disbelieve the illusion) or as a sidergranting an entreatythat deals with
weakness, knowledge and ignorance.
Dispel Illusion spell (spell rank of Remark- the very balance of the cosmos them-
able, if spell rank FEAT roll is successful selves.
The spells:
the illusion disappears).
Unrevealed, but will only grant an entreaty Mabdhara
“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:
Incredible.
Surmised to be a collection of demon lords
It also is used as the Image Projection Krakkan who rule a far off dimension. They were
spell, except only one Psyche FEAT roll is
used at the beginning of the spell to create The entity: Unrevealed called upon by Baron Mordo when he
multiple images, not a separate FEAT roll 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 ensnared 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
Mytorr—.” This exclamatory curse indi-
of two effects, as they have been used in
“Hear me, thou who rule the outer dark, cates a creature 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 Lords 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 chronicles
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.
cretion). The parting cannot work on
moning a demon to do your command.
obstacles with a Material Strength of Typi-
The structure of the two incantations are
identical, as if the energy was being called Nirvalon cal or better, unless there is room for them
to slide out of the way. This spell is partly
upon over a great distance.
The entity: Telekinetic in nature.
Unrevealed, 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 reference under Miscella-
neous use. erwise, up to the size of a 3 foot cube. The
Material Strength of the crystal is
The entity: Unearthly. Doctor Strange once prevented
The spells:
An extradimensional world, orbited by Tiboro from using his sceptre by trapping
twelve moons and covered by mists. The “May Nirvalon Quash All Despair Through it inside one of these crystals.
chronicled phrase “By the moonlit vale of Pure White Light” or “May the Mighty
Munnopor, vast haven of the meek” offers Light of Nirvalon...” Creates a light very Pohldahk
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:
nopor are used extensively in entreaties to tims from spells that effect their emotions.
Unrevealed, definitely a dimension called
this entity, they may possibly be the the Plane of PohIdahk, but whether there
source of its great magic. “Nirvalonic Sphere,” Creates a rigid sphere
around the user of pure Nirvalonic light. This is an entity other than the dimension being
acts as a Shield-Aura spell of Incredible entreated is unknown.
The spells:
Material Strength, but does not allow the
“Mystic Moons of Munnopor.” A success- flexibility of a normal Shield-Aura. 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 Niirvalon’s which requires great concentration (no
cal, psionic, psychic, mutant, etc. force bright sea....” Part of an expression that possible disturbances), time (3 rounds),
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 roll
Shield-Great, etc.). by the caster. The spell turns the target
“Munnopor’s Moonlit Maze.” Creates a
Oshtur into a two dimensional state, somewhat
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 destroyed.
but the target’s FEAT roll to ignore the Oshtur is a personality that apparently
effects is at a –1 CS. intervenes personally in mankind’s affairs.
Doctor Strange refers to him as “It was He Raggadorr
“By the many moons of Munnopor” Acts who warned me of those who feed on
other spells.” Oshtur is usually referred to The entity:
as the Glamor spell, but the targets’
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 Vapors- 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 creature.
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:
the caster, must make an Endurance FEAT combined entity of the Vishanti.
“Seven Rings of Raggadorr.” Have
roll or have his Strength, Agility, and numerous applications, listed below. In all
Endurance abilities reduced by two ranks The spells:
cases the Rings float over the target, drop
while in the misted area. “Oshtur’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
Mytorr 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: Unrevealed no more than once a day. It requires 10 user must target the Rings with an Agility

23
FEAT roll as a bull’s-eye thereafter (see “Storms of Satannish.” Calls forth a tor- will also indicate to the user, by glowing, if
the Magic Effects Table). Unless otherwise 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
determining the duration of effect. The an Invisibility to Magic spell). “Secrets 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— determination of duration of effect and
a) Acts as the Bands spell. Power rank ”From 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 effect. 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
target. 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. spell. decides who is attacked and to what
degree, but the spell rank consideration is
“Ribbons of Raggadorr.” This is almost a Seraphim based on the original caster. This can be
solid manifestation of fireworks that act to extremely effective against someone like
snag opponents. Everyone in the area of The entity: Dormammu.
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
snares. This check must be made for these are not the angels refered to in used to create one of the following spells,
every round of movement through the Christian religion. They are probably each with a spell rank of Remarkable.
affected area. shadowy creatures or actual shades (spir- a) Acts as the Scrying spell (see Group
its of the dead), sinister to gaze upon, and spells).
“Rains of Raggadorr.” These mystical almost impossible to harm. This last sup- b) Combination Dimensional Aperture
rains are extremely cleansing and can position is due to the large number of pro- and Interdimensional Tialeport.
destroy 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. connected with them. They are also very, cyttorak’s holding or entrapment spells.
very fast.
Rangsabb The spells: Shuma-Gorath
“Great Shield of the Seraphim.” Acts as
(Also called He Who Sleeps
The entity: Unrevealed
the Shield-Great spell with a spell rank of But Who will Awaken)
The spells: Unrevealed Unearthly.
The entity:
Miscellaneous use: “Demons of
Rangsabb.” A partial entreaty by an evil “Unscathable Shield of the Sacred Sera- Shuma-Gorath is one of the third type of
mage. He could be an ancient, unremem- phim.” Acts as the Shield—Aura spell of demons, non-humanoid in form and alien
bered demon. an Amazing spell rank, but appears as in motivation. He (or rather it) is an enor-
shining golden armor. mous (50 foot diameter), brain-shaped,
Satannish purple, tentacled, slug-like creature of vast
(Also called He Who Waits) “Many Shields of the Seraphim.” Acts as power.
the Shield—Multiple spell of an Incredible In the long forgotten eons of Earth, in
The entity: spell rank. those primal days of Earth’s beginning,
Shuma-Gorath was all. Spawned in a
An extremely powerful demon who loves “Shining Circle of the Seraphim.” Creates dimension diametrically opposed to
to grant power to mortals in exchange for a ring of “anti-force” around any charac- Earth’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 Shuma-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 through
small lightning storm over a target. Each cle around him at a time. time in an effort to drain all of the magical
round a single lightning bolt strikes at the powers in the past and become God,
target (Remarkable Agility for shooting at “Seraphim’s Grim Shield.” Acts as the drained Shuma- Gorath’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 effect. 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 Valtorr” 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 different ways:
power.” The secret was that his awareness (see Miscellaneous Spells). He is a slow a) As a sort of Matter Rearrangement
rested in the mind of the Ancient One and creature and can actually move faster in spell, turning an inanimate item into a
that was how he planned on returning to water than on land Sligguth serves snake of equal mass. A successful Psyche
power. Doctor Strange thwarted his plans Shuma-Gorath and will definitely answer FEAT roll by the user indicates he has con-
by extinguishing the life of the Ancient entreaties that will further their cause, trol over the snake. The newly formed
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 return. damage), but have no other attack forms.
The spells: Unrevealed At the end of the duration of effect the
The spells: snake turns back into the item.
Relatively unknown, except that he does Valtorr b) Vapors appear, as in most of Valtorr’s
spells, but out of the vapors huge, green,
have a number of lesser demons and mon-
The entity: sucker-covered tendrils strike out. They
sters who serve him and sometimes an
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 creature, which possibly, snakes. The exclamation “By Incredible.
he usually grants. Shuma-Gorath and his Valtorr’s dread clime” and the reference to
servant demons also grant those who the Vapors of Valtorr “Wherein the Name-
entreat Eldritch Attack spells of Remark- less Dwell” both tend to support this the- Vishanti
able to Amazing spell ranks. His servants ory. Vapors are the most consistent
include Sligguth, Dagoth, N’Gabthoth™, reference to Valtorr, that may be where the “And now by Agamotto, by Hoggoth and
and Kathulos™, the last two who are magic within the location is strongest. Oshtur—By you three who are the
believed to be destroyed. Vishanti, famed beyond all spheres or
The spells: stones, heed the call of Doctor Strange—”
Set “Vapors of Valtorr” 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. ferent entities, Agamotto, Hoggoth, and
Men (forerunners of the modern Serpent- Another effect can be to create a cush- Oshtur. This entity is the strongest extra-
Folk in Starkesboro). He was worshipped ion of vapors to act as a cushion from a dimensional force for Order known. It has
by evil sorcerers and begot such serpent- great fall. No spell rank is considered for many different appearances: a three-
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 Crown. forth the energy that resides within them least it is written, as King, Queen, Son,
as little lightning bolts. These bolts cause and Daughter. The first appearance is the
The spells: Unrevealed, but extremely Remarkable damage to whoever or what- most common, that of a large humanoid
powerful if connected to reptiles. ever the user desires within the area of with three heads: a emerald skinned
spell. Power rank is Incredible. humanoid woman with flowing brown hair,
sparkling eyes, and a gemed headband; a
Sligguth bluish male humanoid with a receding
“Dark Vapors of Valtorr.” Acts as the
Bands spell of an Amazing spell rank. hairline, pointed ears, and large, multifa-
The entity:
Magical lights, such as the “Light of the ceted, insect eyes; and a feline’s head
Called forth by the droning chant of “Shub Eternal 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 destroy 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 throughout the dimensions. No sorcerer or
reptilian humanoid with green scales, “Staggering Vapors of Valtorr” 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
F A S E R I P Psyche rank. vast, as illustrated by the Book of the
Rm Ex Am Mn Gd Ex Rm Vishanti (see Magic Items). A Judge may
Health: 175 Artificial “Vapors of Valtorr.” When created start out a player character with a few
Karma: 60 (200 if he is surrounded by his by using smoke from a brazier, the vapors spells from either Agamotto’s, Hoggoth’s,
Cult). act as the Paralyze spell. The spell rank is or Oshtur’s spells, or a mixture of each,
Incredible. but the Judge and player should really
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 struggle harm 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
Watoomb Dormammu, Eternity, or Doctor Strange,
in which the spell ranking can increase to
The entity: Amazing. In the past Zom has used the fol-
lowing spells, and so can most likely grant
An extremely powerful mage who has spell for their use: Seven Bands of Cyt-
retired from active, magical affairs, He torak, Dimensional Aperture, and Flight.
may possibly have progressed in his His powers do not extend into the Dark
knowledge as the Ancient One did, and Dimension.
now is one with his universe. He created
the legendary Wand of Watoomb (see Miscellaneous Use: “In the names of the
Magic Items, Wand of Watoomb). Monstrous Zom.” Part of a vague incanta-
tion, more of a supportive or back-up
The spells: entreaty than a primary one.
“Winds of Watoomb.” Used a lot by magi-
cians of every ilk, this spell creates a
strong, mystical wind which acts as both
an unlimited Teleport spell and unlimited
Dimensional Aperture spell. Doctor
Strange says that the Winds of Watoomb
“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.

Zom
The entity:
Unbelievably powerful extra-dimensional
monster who is a 30-feet tall, humanoid,
covered with long brown hair. His hands
were bound by the Links of Living Bond-
age by Dormammu, then Eternity impris-
oned him within the Legendary Amphora,
further preventing him from using his
powers 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
slumbered 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 Tribunal
appeared and almost destroyed the Earth
dimension rather than allow this
imbalance to grow.

The spells:
Unrevealed, but Zom is highly chaotic and

26
MISCELLANEOUS successfully cast by anyone of less than
Master rank. If a lesser caster is foolish
transfer them to the mage speaking the
spell. The drained character must then
SPELLS enough to attempt it, he must make a
Psyche FEAT roll. If the FEAT roll is a fail-
start over again as a Novice with no magi-
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
Marvel Universe, there are many spells caster’s Psyche is permanently reduced the transferral is 4 hours.
and enchantments which are extremely 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. return 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 scroll entreaty to the demon Sligguth, and can him because the user’s power and knowl-
somewhere 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 target powers through this last step will never
Charm of the Demons Beyond Dimen- and drains him of his life force at a rate of 5 exceed raising the character’s mastery
sion. This powerful spell breaks dimen- Health points per round. Because it is a level by more than one step (disciple to
sional apertures and time-warps or magical disease, very few spells counter adept, etc.) and cannot raise a master to
distortions. It is seldom used, and even it, the most effective being the Rains of the level of Sorcerer Supreme.
then with great care. Raggadorr. The user must make an Agility
Incantation of Oblivion. The Living Tribu-
FEAT roll for Targetinglas a Bull’s-eye (see
Circle of Renewal. This ritual requires nal is the only known entity that can cast
Magic Effects Table) to properly cast this
three or more magic wielders to perform this spell, which will shatter a world.
spell.
and must be cast in a ceremony. It is usu-
Dark Spell of Corruption. This spell cre- Mists of Morpheus. This spell creates
ally used after a villain has been van-
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 different when
everywhere. The ceremony, which takes tern and makes the character wild and self-induced. When used on himself the
an hour, restores 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- requirements necessary for three days of
breaking spell will eliminate it, as will the normal activity. Needless to say this can
Clamp of Containment. This incantation, be dangerous for some mystics as the
light of the Vishanti or of Agamotto (see
which takes 30 rounds to cast, creates a
these two entities and the Eye of Agamotto sleeping character is extremely vulnerable
mystical rock-like structure that encom-
for more on their respective lights). to attack.
passes the target. The prisoner inside the
A player character so afflicted will
structure can breathe but cannot move at Necromantic Ladder. This spell releases
become a villain and turn on his former
all and cannot cast any spells, including energy that solidifies into a glittering scal-
fellow-heroes. If and when he is reinstated
personal energy powers. The Material ing ladder that reaches up to three stories.
his Karma will be as it was before he
Strength rank of the Clamp of Contain- Anyone can climb it while it is in existence.
became evil, since it was not hs desire to
ment is Amazing. Its Material Strength rank is Incredible.
do so. His Popularity and reputation, how-
Conjurer’s Sphere. This spell absorbs ever, will not be so easily straightened out. The user can dispel it whenever he wishes.
the magical force in an area, draining Psychic Seal of Permanence. Even the
Dart of Black Lightning. This acts as an
magic out of any item or character outside most awesomely powerful spells need the
Eldritch Bolt spell, but sends a short, black
of the sphere but inside the area in which Psychic Seal of Permanence or they can
lightning bolt at the target instead. The
the sphere is located. The magic is be reversed or countered by some form of
spell rank is Amazing. It is an evil magical
absorbed by the character inside the magic. Once this 10-round incantation is
spell.
sphere. After an hour, all characters and spoken in conjunction with another spell,
items affected are permanently drained, Ethereal Magnetic Vortex. This spell
takes 4 rounds to cast. It creates a vortex that spell can never be removed. So pow-
the character inside the sphere is much
which eminates endless vibrations of pure erful and important an enchantment is
more powerful than before (for gaming
purposes, all of his powers shift up one energy that disrupt spells such as Mind this, that it is only written down and never
rank permanently, not to exceed Mon- Control, Link, Telepathy, and others that memorized, except by Sorcerers
strous level). Characters outside the establish a mental connection. Its spell Supreme. Once the passage is read from
sphere 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 Exorcism of Transferral. This ritual Seven Gates of Chaos. This is part of an
with crackling energy inside. the user can requires 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 Mordo stole. This spell creates a week of
within. Black lines of force arc everywhere powers and another who is to receive chaos that will ultimately destroy the
from it. them. This spell will pull the powers and Earth. One gate is opened each day,
This spell is one of the most dangerous knowledge of magic from a character and releasing a demon of immeasurable
mystic constructs available. It cannot be power. The first gate sets everything in

27
motion. Once it is opened, and the permanent 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 caster’s Psyche +1 CS. Ceremonies. To conduct a ceremony, a
will destroy humanity. The remaining gates Spell of Silence. This spell guarantees a sorcerer needs objects of mystical signifi-
will destroy the remaining life on Earth, character cannot speak about a certain cance to reinforce 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 requires the ter with a Psyche less than the caster’s. A ticular spell. The caster needs to prepare
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 target’s Psyche is equal to or higher task.
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 ceremo- this spell (and the spell, Forgetfulness) a number of resource 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 regardless of
to say, no one but a madman would Spell of Vanishment. 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 ful.
other extra-dimensional beings who want Banishment, though they are similar. This Because of the time involved in prepara-
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.
scroll. The scroll and the character or item
Spell of Cosmic Banishment. This spell targeted vanishes into another dimension Ceremonial Areas. A magic wielder can
is extremely powerful. It sends the victim and cannot be traced. The dimension to create a permanent ceremonial area.
hurtling through endless dimensions to which the target travels is determined ran- Once created, a ceremonial area greatly
the ultimate reaches of time and space, domly and is unknown to anyone, not even reduces the resource point cost of cere-
where 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 there in relative safety until it is safe to emonial area will be located. The resource
(until some god or other powerful being return again. The only way of locating one point cost for this building or land is sepa-
intervenes). Doctor Strange exiled Baron who has had the Spell of Vanishment rate from the cost for the ceremonial area
Mordo in this manner. placed upon them is by dimensional itself.
This spell should not be confused with crossing (to an unknown destination) or by To create the ceremonial area, the sor-
the Spell of Vanishment. personally asking the Herald of Satannish cerer must spend a number of resource
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 return a character who has ies, Satannish). number. (For example, if the magic wield-
just teleported or come from another Talons of Cosmic Fire. This attack spell er’s Psyche rank was Monstrous, he
dimension. The individual will automati- sends white-hot, magical talons ripping at would spend 1500 resource points.)
cally be returned to his point of departure the target. The chance to hit is determined Once the resources 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
arrival. Psyche used as the Fighting rank. The month (the character is working on the
Spell of Distortion. This spell creates a spell rank for damage is Remarkable. area in addition to his other activities). On
Maze of Madness—a reality altering effect the day the area is complete, the charac-
ter must cast the final spells needed to fin-
that will eventually have the trapped char- Ceremonies and ish it (in game terms, this means that the
acter believe he is a nameless, mindless Ceremonial Areas.
nihility. Treat this in the same fashion as a character can perform no magic that day
Sanity-Threatening Dimension (see the except to finish the ceremonial area).
In the Marvel Universe, when there is an Once the ceremonial area is complete,
Dimension section). opportunity to make preparations, a the resource cost of spells cast there is
Spell of Exorcism. This spell can break skilled magic wielder will use a ceremony 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 forcing enhance the effect of a magic wielder’s emonial areas as he can afford.
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 mony.
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 large taught by the character’s master. If a char-
structures instead. Doctor Strange has a acter has no master, he must learn on his

28
known as the Ancient One, travelled back
MAGICAL ITEMS Marvel Universe. What all three have in
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 refer- Book. The Ancient One eventually
ticularly those of Doctor Strange. The ences to Shuma-Gorath and were warn- entrusted 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- before 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 Will the library of his townhouse in New York
serve as guidelines for Judge on how mys- Awaken.” City’s Greenich Village. Intricate protect-
tical artifacts could be developed. Other forbidden spells or references are ive spells keep unwary innocents from
contained within these chronicles. This using the Book. (Unless Doctor Strange
Note on scrolls and books: Most resources 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.)
strong incantations weaved throughout tion. The Book of the Vishanti is usually used
them that prevent them from being by no one else but Doctor Strange or his
destroyed. Unless a mage has been Book of Enchantments. This ancient
disciple. In some cases, however, he may
recently studying, these scrolls and tomes tome is the grimoire of Nicodemus, an
allow another student of the “white” arts
are usually locked away or will be placed enemy of Doctor Strange. It contains the
to research a spell within those pages. To
amidst piles of other scrolls and tomes as Exorcism of Transferral, by which the user
find a spell that fits a specific need a char-
“camouflage” for its true nature. The can completely and permanently drain the
acter must first make a Reason FEAT roll
probability of a thief or intruder stumbling mystical knowledge, powers, and aura
to find it within the Book; this requires 1 -10
onto an important piece of magical writing from another mage and transfer them into
hours. The Book may never be taken from
is small. Some powerful works, however, himself. This enchantment was also kept
his mansion, except by Doctor Strange
have been found in old book stores and on computer tapes by Nicodemus and
himself.
estate sales by those who are persistent used in conjunction with a machine. The
The Ancient One once mentioned that
and alert to the writing’s true nature. power can be returned to the former owner
the Book of the Vishanti “contains all
only by another use of the Exorcism of
Bell of Ikonn. This small Tibetan temple spells of defensive magic.” Consequently,
Transferral.
bell was forged centuries past by the every defensive or protective power and
priests of Ikonn. This artifact creates a Book of the Vishanti. 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.
Ikorm 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
ously. The longer the ringing, the stronger 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
terms, 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 quently, 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 spells. Bull’s-Eye). Any attack against it is turned
not reflect. Instead, it is a legendary gate- The origins of the Book of the Vishanti 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 normal
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 teleported
acter speaking can simply pass through 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 periods.
ror also exists on each dimension it opens they consider worthy. Another reference 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. Therefore
incantation. 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 Unausprechli- gryphon, a winged lion. Within the last item he may create, there is a solution or
chen Kulten. All three of these are chroni- hundred years, the former sorcerer counter-spell to it that can usually be
cles of the mystical dark doings in the supreme of the Earth dimension, who was found within the Book, if only enough

29
research time is exhausted in finding it. as a protection against eldritch magical himself he decided to flee the Earthly
This same reference 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 rank. the physical plane, as an indestructible
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 properly defeating Dormammu. Its origins are, as be turned into a dimensional nexus for his
research the spell. If they ignore this warn- yet, unrevelaed. eventual return.
ing and try to cast one of these in haste, he The volume was first discovered by
Crown of Blindness. This magical crown,
should determine what their fate should human sorcerers of pre-Cataclysmic
when placed on the head of a character,
be if the FEAT roll fails (for example, trans- Atlantis who managed to remove it from
causes complete blindness, including
port to another dimension; Karma loss; or the doomed island-city before it sank.
blockingthe wearerfrom using any mental
psychic stun for 1-10 weeks of lost time). They founded a cult called the
powers or mystical visual powers. When
The Book of the Vishanti holds a spell Darkholders and used the spells con-
the crown is removed, all immediately
that will release a character from the tained in the tome to create vampires to do
returns to normal. The victim can remove
Darkhold’s influence (see Darkhold), but it their bidding. The book passed through a
the crown himself, unless an arcane and
will be difficult to find (Reason FEAT roll succession of hands through the next mil-
unknown spell is employed to keep it on
with a penalty of a –2 CS and take at least lena, including Babylonian savants,
the victim. This magical item is most effec-
40 hours of study to locate it), and danger- Egyptian priests, and Hebrew scholars.
tive when combined with the Mystical
ous to cast (a ceremony that acts as the Whoever employed the knowledge con-
Cross, which binds both the physical and
miscellaneous Exorcism of Transferral, tained within did so at the cost of the cor-
astral forms. The victim is completely iso-
but without the +2 CS bonus; if the spell is ruption of his life essence. This earned the
lated and cannot perform any magic what-
not successfully rolled the character must Darkhold the name “Book of Sins.”
soever. Once the crown is in place, it
then make a successful Psyche FEAT roll The parchments were eventually bound
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 before an Irish monk scattered the inde-
Cloak of Levitation is a wondrous item to resemble a skull. When using the structible pages throughout Europe in a
indeed. It allows him to fly (see the Flight proper incantation and exposing it to the the hope of removing the temptation once
power, 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 restored 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 previ- scholar named Baron Russoff rebound
fate without casting a spell and with the ously been drained of its magic powers or the parchments in book form, adding
slightest concentration. But the Cloak of “destroyed”). This procedure 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 diary of occult experiences. The posses-
more options that these, moon before the item is restored to full sion of the Darkhold triggered his heredi-
He can mentally command his Cloak power. tary tendency toward lycanthropy and
wherever it is, even if he is in his astral
Crystals of Conquest. The cult Sons of turned him into a werewolf.
form or the cloak is in another dimension
Satannish created these 16-inch long Eventually the tome found its way into
(though extradimensional control requires
emerald-hued crystals. The crystal is used the hands of Dracula, Lord of the Vam-
a successful Psyche FEAT roll). The com-
as a weapon, allowing the user to focus pires, who was looking for a means to
mands can not only include flying and levi-
his Psyche through it and create “psychic restore his flagging powers. Finally, realiz-
tation, but retrieving, attacking, and
growths”, which are psychic tendrils. ing that within the Darkhold lay the Mon-
enwrapping as well, These last powers are
These tendrils must be targetted to hit an tesi Formula, the spell to destroy all
performed by the Cloak by acting as an
opponent (see the Magic Effects Table, vampires, Doctor Strange sought the book
appendage with Incredible Strength for
Agility and Targetting) and cause damage out, fought with Dracula and managed to
the purposes of Grappling or Snatching.
equal to the user’s Psyche rank. The crys- use the Darkhold to create a spell by
The Cloak, which is voluminous in size,
tals can also be used for blasting a single which vampires could no longer exist on
can also swirl around and wrap up a tar-
target (see Magic Effects Table, Power Earth. Even a vampire who was in another
get. Depending on where it is instructed to
Rank and Blasting) in an attempt to stun dimension or world and returned to Earth
wrap it can blind (covering the head), pre-
him. The power rank for the blasting is is destroyed. This is why there are no
vent escape (twisting around feet and
Remarkable. The Material Strength of the longer any vampires on the Marvel Uni-
legs), stop attacks or magical gesturing
Crystals of Conquest is Amazing. verse’s Earth.
(wrapping around the torso and pinning
Due to his vast power, Doctor Strange
the arms), or completely encase a human Darkhold. The Darkhold is a volume of was the only person to ever use the
(if 6’0 “or under) like a mummy. On occa- parchments 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-
Strange’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. learned that new gods were supplanting Century British sorceress Morgan Le Fey
The final function of the Cloak is to act the old on Earth, and in order to protect and a disciple level sorcerer named

30
Modred the Mystic. Many, many others turned 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 revealed.
Any character not a Sorcerer Supreme 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
turns evil and serves the demon Chthon. bathed in the beam, all such creations or Strange’s permission they must make a
That character becomes a non-player 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-
form the spells that he knows, but learning 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 every 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,
Darkhold’s influence, but it will be difficult amulet opens and releases a representa- 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 probe. Grandfather’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 Sarcee
complete freewill. A character who tries to ning of the process to resist the probe. medicine man before Shaman became
psionically or mystically force them into The Eye can project an ionic screen 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 grandfather’s decorated skull, which acts
unwilling character acts as a conduit for Amazing spell rank. The Eye also can be as a partial dimensional aperture for the
the Darkhold’s corruption and the manipu- used to create dimensional apertures. If grandfather to contact Shaman from what-
lating character is, instead, the receiver of Doctor Strange makes a successful ever 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 northern Canadian crater
dimensions. Chthon has tried to return place an unconscious subject within its called the Eye of the World. Little else is
through 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 Wong Dimensional Aperture spell into other
Scarlet Witch. The Darkholders still exist in suspension after Dracula had bitten dimensions. It is usally kept in the Void
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. vampire. This suspension “freezes” the through 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- Grimoire. 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 mortally
the name commonly given to Doctor wounded, poisoned, or cursed can be sus-
Strange’s Amulet, though the Eye actually pended until he can be taken to a hospital
resides within the amulet and is released for treatment or research into his problem
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-
Strange’s possession which are empow- pend a willing or unconscious subject.
ered by the mysterious extradimensional Suspending an unwilling subject requires
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.
brilliance of the so-called “all-revealing 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 amulet’s functions. albeit at slightly less
ethereal beings by their psychic or magi- powerful 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 records his spells or munications with another mage of the spell that releases a victim from posses-
incantations. Some spells, like many of user’s choosing anywhere on Earth. One sion or entrapment or that otherwise
those listed under the Entreaty section of must know the proper incantation to use it. counters the original user’s binding spell.
this booklet, are so long and involved, or Once so bound, the victim can use no per-
Iron. In the Marvel Universe some Nature
are of such a peculiar mystic nature, that sonal energy spells. When this item is
schools of magic, specifically the Druidic
they cannot be memorized, only read combined with the Crown of Blindness,
and Faerie schools, have an extreme vul-
aloud from a text. These spells must be the character is unable to perform most
nerability to iron in any mass equal to or
found and copied from another grimoire, magics.
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 Void,
researching the proper pronunciation of area reduces all magic related FEAT rolls 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 ponents and mystical spells. This is one of
may understand most of the spell’s pur- Lamp of Lucifer. This lamp resembles the
lamp of Aladdin in folk tales, except it has the very few cases where Dimensional
pose. Some spells can be read by any- Energy is used within the Nature school of
body, not just a magic wielder. In all of a red figurehead of a demon on it. The
lamp is a scrying device, when lit it emits magic in much the same manner as Uni-
these matters, the details concerning versal Energy is usually used. Whether
availability, requirements, and abilities of smoke that can show the user whatever
scene he wishes to see, even if it has hap- this is because the unusual Sarcee sub-
the spells are left to the Judge. school of Nature magic allowsforthis tran-
A character can only have two grimoires pened in the past. This is how Umar dis-
covered the fate of her brother sition, or that the medicine pouch itself
at any one time, the one he uses and his converts Dimensional Energy to Universal
back-up copy. Since the spells in a gri- Dormammu. For gaming purposes the
lamp can only be used once every ihree Energy is not known. The incantations and
moire must be carefully handwritten by the uses of the energy are definitely Nature-
user, the Judge should also determine days.
oriented and Universal in theme.
how long the magic wielder must spend at Legendary 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 Eternity. The reaching in at the same time can actually
the Book of the Vishanti, are collective gri- Legendary Amphora (tall, two-handled touch.
moires that contain all the spells of a race vase) normally rests on an alter guarded When in need, Shaman simply reaches
or order. This type of grimoire is passed by 9 smaller vessels (vases, incense burn- into the pouch for the appropriate charm
down from sorcerer to sorcerer, 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
Inter-dimensional Scanner. While this is They will attack anyone who attempts to every 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 There are many magical containers being. It somehow keeps them all con-
that are near Earth. This room-sized piece around that will mystically hold a creature 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 creature out, other times it must be bro- Void in the Dimension section.
creation by Shaman. Imaging of these ken. Occasionally the creature is grateful A character (other than Shaman) reach-
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 creatures, structures, 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 sanity-threatening dimension.
Incredible 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 Energy. For gaming pur-
of mankind, and the Hulk’s own sake. these containers is to employ a powerful 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
observe another dimension requires a suc- possession or entrapment. Shaman’s is tuned to the Nature school of
cessful Reason FEAT roll. Links of Living Bondage. The Links of magic, another could just as easily be
Living Bondage are comprised of two tuned to another universal school, like the
Iris of the All-Seeing Oracle. This 8 foot
large cup-shaped pieces made of iron that Faerie school, or a dimensional school,
diameter circular device, with what looks
flicker with mystical flames, connected by like Raggadorr or Hoggoth. All of this
like a mirror in the middle, hangs in Doctor
a section of heavy, magical metal chain. should be decided at the creation of the
Strange’s mansion. It is a secondary scry-
When these cups are placed over a magic item or generation of the character using
ing device that Strange or his friends use
wielder’s hands they are mystically locked it.
when the Orb of Agamotto is inaccessible.
The Iris allows two-way audio-visual com- in place and cannot be removed without a Mystical Cross. This is a large “X”

32
shaped rack upon which a sorcerer 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
there is no way a character can be freed, threat 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 discretion). either be broken by a successful grapple
force that smashes the cross (treat as .The Orb will also automatically allow its (as normal) or by both characters making
Monstrous Material Strength). While user to peer into other dimensions and Psyche FEAT checks. Whoever wins the
bound, the sorcerer 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 roll, motto, the Orb has been able to provide a wants them. Afterthree successful checks
but this must be done within the first five dimensional aperture 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 required 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
strong 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 requires a successful Psyche Purple Gem. This cantaloupe-sized pur-
such a cross and it took the strength of FEAT 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-
again. sional aperture item that transported peo-
Nightmare’s Wand. This one meter long,
Especially powerful mystical forces ple to the Purple Dimension against their
thin, black wand blazes with green light at
have, in the past, been able to cloud the will (see Purple Dimension). Once there,
its tip. It belongs to Nightmare, who pre-
Orb and prevent Doctor Strange from they were enslaved by that dimension’s
sumably created it. It is a focus for attacks
uncovering their exact location (this Sorcerer Supreme, Aggamon. The gems
from Nightmare that fall in the Eldritch cat-
requires a red Psyche FEAT roll by the were actually distributed on the Earth so a
egory. This grants a +1 CS to his Agility
party involved in clouding all scrying). large labor force could be “stolen” from
for the purposes of rolling Agility FEAT
While there is obviously some manner of Earth’s dimension. A Purple Gem was
checks for Targeting Beams, Bolts, or
connection between the Orb and the Eye, retained by Doctor Strange after it served
Crystals. The wand will so perform for any-
both of their origins are clouded in mys- its nexus purpose and the good Doctor
one else who wields it, if they first have
tery. forced Aggamon to free his slaves and
those Eldritch Attack powers.
The Orb of Agamotto contains its own cease his slave running. Strange later
Nightmare’s Wand also has a spell in it
dimension. See the Orb Dimension in the used the gem as a focus and amplifier for
that is not found in too many other
Dimension section. the power within his amulet.
sources. It is called the Maze of Confine-
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 wielder’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-Claw were a living being that had consumed its
power, both with power ranks equal to the fighting with these pincers uses the char- prey... makes me wonder about its true
Psyche rank of the user. The Material acter’s Psyche ability instead of his Fight- nature.” The true nature of the Purple Gem
Strength of the Bands is also equal to the ing ability. If the character wishes to target has yet to be revealed.
user’s Psyche rank. his opponent, he may, but only a hit to the Any character using a Purple Gem to
Nightmare does not always use his head makes any difference as it stuns the focus a Dimensional Energy power will
wand, sometimes preferring to simply brain for 10 hours (see Agility and Target- have the power rank of that power raised
conjure Eldritch attacks instead (-1 CS ing on the Magic Effects Table). by + I CS, not to exceed Monstrous rank.
without wand). If he can or has created The damage of a pincers hit to any- For game purposes, a Purple Gem can
other wands is unknown. where 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
Strange’s Greenwich Village Sanctum
time of Dormammu in the Dark Dimen- will transport the user to the Purple
Sanctorum, in a room sometimes referred
sion), each one must state where each Dimension instead.
to as the Chamber of Shadows, sits a
hand is trying to target its hit. If one hand is Ruby of Domination. This large red, float-
three-legged case which is the resting
defending an part of the body, then the ing ruby (3 feet in diameter) was once
place of the mystical crystal known as the
opponent needs to attack with both hands used by Xandu in an attempt to make
Orb of Agamotto. When Doctor Strange
to strike that same area. Two hands can Earth’s population mind-slaves. When
summons the Orb, it rises from its case
control the one hand of the opponent, Doctor Strange shattered it, little rubies
and activates.
however, and try to grapple him, as two were left on Earth from its shards. A char-
The Orb is a powerful scrying device
characters normally would, causing an acter attempting the powers of Emotion
that can automatically detect the use of
arm lock, throwing him, etc. If both hands Control, Mental Control, Mesmerism, or
powerful magic around the world, pinpoint

33
Mesmermechanism has a +1 CS for suc- Sixth Dimension (see the Sixth Dimen- the Serpent-Crowns from an alternate
cess when focusing the power through sion). The sole purpose of the idol is to Earth into his campaign, he can vary its
one of these smaller Rubies of Domina- serve as a nexus for Tiboro, drawing those powers, adding any mental power he
tion. into his dimension from Earth for enslave- wishes, such as Telepathy, Telekinesis,
ment and allowing him passage into the Mesmerism, Mental Probe, etc., but the
Satan-Sphere. This large (8 feet in diame-
Earth dimension. Serpent-Crown 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, rank.
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- wearer. He does this by making a FEAT roll
to see and hear on Earth. The Satan-
dom. Since the forced dimensional shift of each time the crown is placed on a charac-
Sphere also allows a user who makes a
the victim is randomly timed (not every ter’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
through 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 roll
Even if the attack successfully goes
using a Dimensional Aperture spell on the rank receives a +1 CS. Therefore, if the
through the Satan-Sphere the target can
idol. Whenever the idol transports some- crown has the Mental Control, Mesmer-
return 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
target 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 target
(magical light will work in there). wearer.
succeeds in making a yellow or red
Tiboro easily passes through the idol as Set’s control of a wearer can be broken
Psyche FEAT roll.
a dimensional aperture, 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
Sphere are unknown.
an Age of Decay (no morals, evil prevails, head. If the character wearing the crown is
Sceptre of Shadow. This large mace was etc.) evil and wishes to serve Set removing the
owned by the Slitherer, the huge guardian crown will not make him any less evil, but it
Secrets of Light and Shadows. The
of the Shadow Dimension. It had a twisted will take the extra powers away from him.
Secrets of Light and Shadows is the title of
golden handle topped with 4-long spikes
a book of magic by Van Nyborg. When Serum of the Seraphim. This is the most
and a large ebony sphere. A powerful
spoken aloud in a ritual it opens a nexus powerful 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
sphere 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 Mandarin, 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, performed ounces.
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 aperture and had to be rescued by instantly returned 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 Crown. 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.
more powerful source of magical light, Cults) and the human alchemists of
such as that provided by spells and items Deviant-dominated pre-cataclysimc Silver. 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
darkness. with the primeval demon Set, who granted those characters and creatures 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 crown 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 creatures.
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 sorcerer could crown was apparently reduced to metallic automatically slays any demon of less
also learn to make One, given the proper dust by the Cosmic Cube, a scientific arti- than Incredible Endurance. Demons with
information, time, and materials. fact created by the evil organization Incredible or higher Endurance survive if
Advanced Idea Mechanics (A.I.M.). How- they make a successful Endurance FEAT
Screaming Idol. This is a 7-inch tall statue
ever, some of the crowns from alternate roll; the demon suffers Amazing damage it
of a creature, arms raised, screaming. It is
Earths may have fractured off before the he survives.
actually a replica of the statue that the fol-
crown was destroyed. In addition, Silver Dagger’s weapon
lowers of Tiboro use to worship him in the
If the Judge wishes to introduce one of

34
also allows him to cause Remarkable Starstone. 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 large gemstone in its hilt called the Eye of
Soulsword. The Soulsword is a large, sil-
gift from Kulthas (also known as Kathu- Zartra- This gem of ancient, almost forgot-
very, magical sword that belongs to Illyana
los), the green-planet of Shuma-Gorath to ten sorcery is extremely potent on the
Rasputin, the New Mutant known as
the Cult of Sligguth on Earth. When the Earthly plane. If it is imbedded in an item
Magik. She claimed the sword when she
cult needs helporis readyforthe returnof that is used to spill the blood of an Atlan-
overthrew 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
Soulsword is a physical manifestation of
Starstone” free. This is done by using a it to destroy the user, but if it spills the
Magik’s magical powers. It causes Mon-
large fixed lens that is “sacred to Shuma- blood of a Sorcerer Supreme, it grants
strous damage to any magical creature it
Gorath” and focusing the starlight from immortality to the user.
hits, attacking on the Bite-Claw column.
the evil star 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 creatures, 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
ensorcelled, 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 break-
that makes them obedient to the will of otherwise treat it as an unbreakable two-
ing the spell.
Shuma-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
desires automatically. Armor appears on
squirms 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, Namor joined in and
battle. The armor appears as individual
the shadow dissipates, though the was cut by Alaric. The sword then turned
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
broken. Meanwhile the squirming evil bons, then diffused these throughout the
armor is complete. The body armor is orig-
turns into a great, intelligent slime that can universe. Doctor Strange and Prince
inally of Excellent strength, and improves
mentally animate objects and have them Namor, struck aghast by this series of
by one rank (to a maximum of Monstrous)
attack opponents (as the Animate power events, decided to remove the Eye of
every time she uses it in the same battle
with a Monstrous power rank, but it can Zartra from the sword. The eye now rests
thereafter. 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). sword 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 armor.
every 5 rounds until it becomes as large as enhancement powers and can still cut
Staff of Polar Power. This is actually a four areas. It is slow and can only move 1 through 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 Strength 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 Strength, while the gem now holds the key
ter who created it. Therefore different armor vs. energy attacks and physical to immortality and the curse of striking
powers and different 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 tean.
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- creature 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 through the evil energy returns to the netherplane wielder who has the Illusion power it is
dimensions at a rate of 5 dimensions per where 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
Sword of Kamuu. This ancient sword user’s illusions a –2CS on their FEAT roll,
their ability to absorb attack spells cast at
forged of arcane elements offers great 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 serves as a dimensional aperture 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).
Namor, the Sub-Mariner, is the most Dreams).
This item offers the Judge a great
famous of this line. The sword was once Wand of Watoomb. This is a 1 foot long,
opportunity to be creative and is a good
used to change the course of Atlantean crystalline wand with the heads of demons
item to improve a freshly generated char-
history, but was lost thereafter in an at either end When Watoomb retired from
acter who is weak.
obscure 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 Wangal/
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 received 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 powers of Damballah are many and var-
stolen by Xanclu, who then proceeded to attacks. ied. The most powerful is an Amazing
abscond with Doctor Strange’s half and Control of all reptiles within the area of
Wand of Satannish. This foot-long golden
reunite them. Unfortunately for Xanclu, it effect. It also allows the body of the wearer
rod, topped with a yellow jewel, was cre-
takes quite some time to learn how to fully to Shape Shift into a reptile. Another obvi-
ated in numbers by and for the cult, the
use the wand. Since the time that he stole ous power is to pass through mortals,
Sons of Satannish. When the wands
the other half and reunited them, he has making them mindless slaves. This power
(about a half a dozen were made) are used
used, lost, and regained the wand several is of Incredible power rank. Anyone who is
in concert (at least two of them at a time
times, Doctor Strange even drained it passed through by Damballah’s spirit is
hitting the same target), they focus the
once, though it was later recharged. While allowed a Psyche FEAT roll to resist his
mystical might of the entire cult through
Doctor Strange once told Spider-Man that takeover, but they must make the check
them to unleash Ribbons of Nihility—thin
the wand was destroyed forever, this every time he passes though them (4
bands of “unholy light” which widen to
might have been for the sake of the web- times maximum).
form a large cube, trapping the target
slinger’s peace of mind for we also know The Wangal cannot be removed by the
within (treat as the Bands spell with an
that the good Doctor has stated that “Hog- wearer once it has been put on, but any-
Amazing Material Strength that form the
goth’s pale hands clutch the Wand of one else can pull it off of him.
cube in 2 rounds).
Watoomb”. Quite possibly Hoggoth rec- The ribbons and cube are invisible to all Warp-Cloak. This is a small rug-sized
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 “pitch-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 aperture into a spe-
that was used by Watoomb while the one (it has Amazing Material Strength, the cific pocket-dimension (Judge’s discretion
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 powerful again, the pocket dimension is sealed off.
weapon in all necromantic lore”. While Wand of Tiboro. Tiboro, Sorcerer
These were used quite effectively by
this is an exaggeration it is not an exces- Supreme of the Sixth Dimension, owns a
Umar’s troops in the war against the
sive one. The foflowing powers lie with in strangely-shaped wand that fires an ecto-
rebels in the Dark Dimension. The guards
the Wand itself and are available to any plasmic ray, powered by lightning (dam-
would hide themselves until a force of
magic wielder using it. age is Amazing). When aimed at the
rebels would attack their caravan, strong-
ground and fired, the beam creates
A) When the user is the target of a mysti- hold, etc., then spring out and snap open
numerous monsters that spring forth to
cal attack, and can move the wand to the cloaks. Their Warp-Cloaks opened
attack the user’s opponents. These mon-
block the attack (Agility FEAT roll for into a dimension that was full of horrible
sters are about the size of dogs and have
Targeting-Bull’s-Eye), it absorbs all the monsters. The creatures would leap out
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 F A S E R I P the holder of the cloak).
oneof threefashions. Power utilization Gd Gd Gd Gd Fb Gd Fb It is presumed that a character who is
can be either: a) restore any damage Health: 40 Karma: 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 returned); b) fire an Excellent damage. The first blast usually Warp-Cloaks randomly access dimen-
Eldritch Beam with a power rank equal creates 8 of these monsters. Thereafter sions, instead of the same dimension
to that of the absorbed attack; or c) cre- whenever one is struck down, two more every time. This could be quite a surprise
ate one of the protection spells spring forth. Once the wand is taken away for a character expecting a monster to
(Shield-Aura, etc) with a power rank or their opening sealed, these creatures charge forth, only to find something com-
equal to that of the absorbed attack. cannot be called forth again that day. pletely different.
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 performed in addition to a nor- Monstrous power unless a magical
mal action during the next round, weapon for “good” or order, such as Black
including magic use. Knight’s Ebony Sword, strikes it; then the
B) The wand can act as the Dimensional wall is automatically shattered.
Aperture spell and open a nexus to Wangal. 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 partially
any person, place, or thing he desires humanoid serpent and can go from place

36
SECOND FLOOR THIRD FLOOR
LOCATIONS OF the bodies of the Earth’s Sorcerer
Supremes. The crypts lie within the Lost Strange’s Meditation Chamber
IMPORTANCE City of Shuma-Gorath, called Kaa-U the
Accursed, in the sunken land of Kalu-
Bedchambers
Guest Quarters
Library
Storage Area for
The following locations are found on Earth mesh. When it existed in its glory, the peo- Study Occult Artifacts
and are of great importance to magical ple worshipped Dagoth, who in turn Wong’s Chamber of
characters in the Earth dimension. served Shuma-Gorath. Its current hooded Bedchambers Shadows
inhabitants are called the Shadowmen and (where the Orb of
Atlantis. Ancient Atlantis was a small con- serve a huge man called the Living Agamotto is kept.)
tinent located in the Atlantic Ocean Buddha, who, though he was charged
between North America and Europe, with guarding the crypts, sold out to In addition to the front door, there is an
which sank beneath the sea approxi- Shuma-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 courtyard behind the house. Pre-
continent of Atlantis boasted one of the ing Buddha perished when Shuma-Gorath sumably, a door from the mansion opens
most highly advanced civilizations of its was dispelled from this dimension by Doc- into the courtyard. There is also a circular
age. During the last 500 years before its tor Strange and the city crumbled. This stairway from the third floor onto the roof.
sinking it became the center for many may mean that the crypts are so com- The Sanctum Sanctorum is protected
occupations, including alchemy. There pletely buried that the only way into them from magical invasion by an intricate per-
were several different groups of sorcerers now is by magical transport. manent spell of protection constructed by
in ancient Atlantis, including the Doctor Strange to interweave with the
Doctor Strange’s Mansion. This odd
Darkholders who created the first vam- house’s inherent universal energies.
three-story townhouse located at 177A
pires, and the followers of Zhered-Na Umar broke through these energies and
Bleecker Street (on the corner of Bleecker
(including Dakimh the Enchanter), destroyed the mansion, but did not take
Street and Fenno Place) in New York
a”white” school of magic. The state of the time to cast the Psychic Seal of Perma-
City’s Greenwich Village is known in some
magic in the old empire was great and it is nence upon the location, so Doctor
circles as the residence of the occult
quite possible that many of the more pow- Strange simply reversed the spell at a later
expert Doctor Stephen Strange. Few,
erful spells existing today were first cre- date.
however, realize that it is also the Sanctum
ated or researched there. Sanctorum of Earth’s Sorcerer Supreme. The Eye of the World. A huge crater in
Since the sinking of Atlantis few new Previous buildings on the site all came Northern Canada, its history ancient and
inroads 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 important Pagan cults maintained a sanctuary there World. The Eskimos in that area say that it
magical artifacts, like the aforementioned 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 structure of can go there and immediately feel its
tually blended with science and the townhouse and the ground beneath it eldritch, evil magic everywhere. It is the
technology until little was left of the arcane is a nexus point for supernatural energies. 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
before it sank and its ruins are many. Addi- set of his mystical career The house, wards and seals guard the dimensional
tional items, tomes, and alchemical reputed by local residents to be haunted, aperture 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
Citrusville, Florida. This sleepy little town the building than there would seem to be Great Key for it to open the aperture.
sits on the edge of the “ Nexus of all Reali- from without. There are mystical labyrin- Miscellaneous Nexus. Other known
ties”, a dimensional crossroads that is thine corridors and a seemingly endless nexus points where arcane energy is at its
charged with one of the highest concen- succession of rooms. Furthermore, the strongest 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- niture 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 apparently 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.
Mordo attempted the ritual of the Seven BASEMENT FIRST FLOOR
Gates of Chaos (see the Miscellaneous Starkesboro. A quaint little town in New
Spells section). Though he was defeated England, Starkesboro is actually a large
Furnace Foyer nest of Serpent-Folk who form the Cult of
and the Gates of Chaos closed, the Laundry Room Drawing Room
“Nexus of All Realities” remains at full Sligguth (see the Cults section). It is not
Storage Cellar Library known if this town has been rid of the
power. Living Room Serpent-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 Kitchen

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- powerful and dangerous to be found in the its dark spells, It is the Darkholders who
ries of who they really are. chronicles of Doctor Strange. first created vampires. They thought these
powerful undead would be under their
Temple of Man. This massive Chinese Circle of Decay. This cult was created by
constant control, but they were overconfi-
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 “relinquish
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-
lycanthropy, the disease that turns a
20 there, all of them are Adepts belonging vailing forces of corruption.”
human into a werewolf, may have also
to a school of magic dedicated to order. 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 turned
Because the Darkhold cannot be
though at least one in the past few years out that Tiboro, ruler of the Sixth Dimen-
destroyed, it was unbound and spread
betrayed his position in an attempt for sion, was behind the movement, since he
throughout the world centuries past. One
more power. The Temple of Man also holds will once again rule all with the coming of
of the goals of the Darkholders in recent
the Ceaseless Scrolls of the Ancient One. a new age of decay.
centuries has been to gather the complete
These enchanted scrolls record every- While this particular cult was broken up,
Darkhold back together into its former
thing that has come to pass which has the Circle of Decay will arise again and has
condition. It was recombined, for the most
affected Earth and her Sorcerer been with mankind as long as he has been
part, in modern times but was eventually
Supremes. civilized (and as long as Tiboro wishes to
captured by Doctor Strange, who used it
rule the Earth dimension).
to completely wipe out vampirism from the
CULTS Cult of Sligguth. This cult has branches
all over the world. Its symbol, called the
Earth dimension.
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 creature. Slig- Strange’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 Serpent-Folk pf pre-Cataclysmic Valusia. ground once again. Though the main
of the Marvel Universe. There have always Wherever Sligguth is venerated lies an tome has been secured, they have frag-
been those cults that deal in the mystic atmosphere of utmost evil, of darkest ments that were only recently found, pro-
arts. In modern times, the term cult has depravity. While the Serpent-Folk are viding them with enough power to try and
come to represent 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 forward like a reptile, and destroyed, 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 scaly. Once they join in their rites to Slig- ments of the Darkhold are found their sta-
Marvel Universe. While most of them have guth their appearance alters even more, tus can increase.
suffered defeat, it is probable that they still as they become more reptilian (green skin,
Dark Cabal. This is the name of a cult that
exist in the world, as this type of evil sel- claws, needle teeth, and slithery
was founded in the ‘30’s and ‘40’s. It
dom goes away completely. tongue).
began in England and was headed by Sir
Cults are often used by many of the The Cult of Sligguth is dedicated to his
Anthony Baskerville, who was to later
more powerful demons, like Dormammu, return to power. To do this, they must sup-
become a follower of Baron Mordo, and
Shuma-Gorath, Satannish, and Sligguth, port his one-time master, Shuma-Gorath,
the German Viscount Heinrich Krowler,
because the worship of mortals somehow as he attempts to retake the Earth. Doctor
grandfather and early instructor of Baron
channels energy from the individuals Strange has stopped the nest in the New
Mordo. Not only did they attempt to pave
themselves, and possibly from the mor- England town of Starkesboro in recent
the way for the invasion and subjugation
tal’s dimension, to the demons. Cultists years, but undoubtedly there are other
of the Earth dimension by the dread Dor-
are also useful pawns in many mystical branches seeking to return Sligguth and
mammu, but they did so by creating an
schemes, Dormammu himself is so exten- Shuma-Gorath to power.
atmosphere of chaos by backing Adolph
sively worshipped in so many dimensions Darkholders. (Sometimes mistakenly Hitler’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
destroy 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 reappear- since its creation (see Magic Items, Most of the original Members of the
ing on Earth, because there are always Darkhold). They seek to restore 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 reproduc- MIRROR, QUADRIVERSE, CREATORS,
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 NORTHERN GODS, GREAT KEY, EYE OF THE
who worship the extradimensional demon Marvel Comics Group. Distributed to the book WORLD, ALPHA FLIGHT, WALTER
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, KATHARTA, KORREK, DAKIHM THE
by regional distributors. ENCHANTER, JENNIFER KALE, KOBAR,
link themselves directly with Satannish’s
CHAYNN, TYMON, K’UN-LUN, IRON FIST,
dimensional energy. Fortunately they have The names of characters used herein are ficti-
MAGIK, NEW MUTANTS, BELASCO,
little mystical might and know very tious and do not refer to any person living or
SOULSWORD, S’YM, SA’ARPOOL,
few spells not linked to Satannish. Unfor- dead. Any descriptions including similarities to
POHLDAHK, POLEMACHUS, ARKON, IRON
tunately, Satannish has granted them the persons living or dead are merely coincidental.
MAN, STORM, X-MEN, BADOON, PSEUDO-
This product is fictitious and is not based upon
ability to easily create magical artifacts any known belief or practice, nor is it an
HADES, MARGALI, JIMAINE SZARDOS, PUR-
like the Satan-Sphere, the Wands of PLE DIMENSION, AGGAMON, REALM
endorsement of any belief or practice. All
Satannish, and the Crystals of Conquest UNKNOWN, NIGHT CRAWLER, SLITHERER,
Marvel characters and the distinctive like-
(see Magic Items) which make up for the UNDYING ONES, THEREA, VOID, WATOOMB,
nesses thereof are trademarks of the Marvel
ELDER GODS, CHTHON, SET, GAEA, ATUM,
knowledge they lack. Comics Group. MARVEL SUPER HEROES and
MEPHISTO, SATANNISH, DAGOTH, IKTHA-
In exchange for their life essences, MARVEL SUPER VILLAINS are trademarks of
LON, SLIGGUTH, ZOM, XANDER, ALL-
Satannish grants them a lifetime of power the Marvel Comics Group. Copyright ©1986
FREEING, MUNNOPOR, NIRVALON,
unleashed, each weaker than a Master Marvel Comics Group, a division of Cadence
OSHTUR, VISHANTI, DARKHOLD, FARAL-
but, when combined, almost powerful Industries Corporation. All Rights Reserved.
LOH, MABDHARA, SPIDER-MAN, AMTOR,
Game design copyright ©1986 TSR, Inc. All
enough to defeat the Sorcerer Supreme, Right Reserved. Printed in U.S.A.
AVANAHM, BALTHAKK, BROMAGDON, CIN-
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 Marvel DYZAKK, FALROTH, FALTINE, MR. RAS-
Comics Group. MARVEL SUPER HEROES, PUTIN, LORD CHAOS, MASTER ORDER,
then the dimension, and eventually even
MARVEL SUPER VILLAINS, MARVEL UNI- KRAKKAN, MYTORR, RANGSABB, SERA-
Satannish himself. VERSE, STRANGE TALES, DOCTOR PHIM, N’GABTHOTH, VALTORR, 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 LEVITATION, HOGGOTH, IKONN, APPALA, SIAN TOMES, UNAUSPRECHLICHEN
which could crush a target or astral projec- ETERNITY, IN-BETWEENER, ANCIENT ONE, KULTEN, NICODEMUS, CROWN OF BLIND-
tion (treat as a combination Bands and HUMAN TORCH, SORCERER SUPREME, NESS, CRYSTAL OF KADAVUS, CRYSTALS
Eldritch Beams power with a power rank of RAMA KALIPH, TURHAM BARIM, COUNT OF CONQUEST, SONS OF SATANNISH,
Incredible). They could send this attack CAREZZI, AGED GENGHIZ, BARON MORDO, BARON RUSSOFF, DRACULA, MORGAN LE
through the Satan-Sphere. SIR ANTHONY BASKERVILLE, DEMONICUS, FEY, MODRED THE MYSTIC, SCARLET
ADRIA, KAECILIUS, EBORA, SLIGGUTH, WITCH, DARKHOLDERS, WONG, GRANDFA-
The founder of the Sons of Satannish
SERPENT PEOPLE, CLEA, SHAMAN, TALIS- THER’S SKULL, ROGER BOCHS, BOX, LEG-
was Doctor Benton, the once respected MAN, DARKFORCE, DORMAMMU, LIVING ENDARY 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, NIDAVELLIR, CERS OF POWER, PURPLE GEM, RUBY OF
tried to crush Doctor Strange, but was ALFHEIM, MIDGARD, BIFROST, RAINBOW DOMINATION, SATAN-SPHERE, SCEPTRE OF
defeated. Satannish himself banished the BRIDGE, JOTUNHEIM, SVARTALFHEIM, HEL, SHADOW, SCREAMING IDOL, SECRETS OF
remaining Sons of the New York cult to the NIFFLEHEIM, MUSPELHEIM, OLYMPUS, LIGHT AND SHADOW, VAN NYBORG, JAMES
Sixth Dimension, there to be enslaved by THOR, LOKI, AVALON, AMERGIN, BALOR, MANDARIN, SERPENT CROWN, SERPENT
Tiboro. Whether another cult exists is as DOCTOR DRUID, BLACK KNIGHT, AVENG- MEN, DEVIANTS, LEMURIA, COSMIC CUBE,
ERS, DARK DIMENSION, UMAR, OLNAR, ADVANCED IDEA MECHANICS, A.I.M., STAFF
yet unknown.
MINDLESS ONES, DIMENSION OF DREAMS, OF POLAR POWER, STARSTONE, KULTHAS,
NIGHTMARE, SHADOWQUEEN, SHIALMAR, KATHULOS, KAMUU, ATLANTIS, PRINCE
SILVER FOX, WIZARD KINGS, VALTORR, NAMOR, SUB-MARINER, ALARIC, EYE OF
VISHANTI, BLACK MIRROR, MAJAEDONG, ZARTRA, TRANSHYPNOTIC JEWEL, WAND
SHADOW GUARD, N’GARAI, NEKRON, OF WATOOMB, CYRUS BLACK, WAND OF
SATANNISH, DWELLER IN THE DARK, GREAT SATANNISH, EBONY SWORD, WANGAL,
FEAR, SHADE-THRALLS, TIBORO, SHUMA- DAMBALLAH, BROTHER VOODOO, WARP-
GORATH, 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, SERPENT-FOLK, STARKESBORO, TEMPLE
LIMBO, IMMORTUS, DOCTOR DOOM, KANG OF MAN, CIRCLE OF DECAY, P. B. WALLACE,
THE CONQUEROR, TAZZA, BLASTAAR, VALUSIA, DARK CABAL, VISCOUNT
BALUR, REED RICHARDS, MR. FANTASTIC, HEINRICH KROWLER, and DOCTOR BENTON
FANTASTIC FOUR, BAXTER BUILDING, are trademarks of the Marvel Comics Group.
ANNILHUS, ZEUS, PLUTO, NEPTUNE, ARES, Copyright @ 1986 Marvel Comics Group, a divi-
APOLLO, VENUS, HERMES, HERCULES, sion of Cadence Industries Corporation. All
ORB OF AGGAMOTTO, SILVER DAGGER, Rights Reserved.

39
Dweller’s Dimension.....................................11 Oshtur...........................................................23
Index 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
PDF 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

INTRODUCTION
Hail, persistent seeker of the arcane arts, powers or Book 2 for Dimensional decades in Marvel adventures, the char-
and welcome to the third and final booklet Entreaty 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 Creatures. 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 already 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 remaining characters listed in this book.
as guidelines for future generated crea- powers available until the character’s
tures or conjurers. maximum is reached. The true difference between one disciple
or master and another is in what powers
Author’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 requires spells or abilities that are not explained in lows. Although the powers vary greatly from
more space than is available. Therefore, 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
different 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 Certain 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 short, it is his personality that makes him dif-
more detailed description of any particular and are explained in detail in Book 1. An ferent. To help you in reproducing or creat-
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

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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 merely
coincidental. All Marvel characters, and the distinctive likenesses thereof are trademarks of the Marvel Comics Group.
BARON MORDO F A S E R I P
Karl Amadeus Mordo Gd Ty Gd Pr N/A N/A N/A
Sorcerer Health: 30Karma: N/A
Fighting: TYPICAL Zombies can either slugfest or use hand-held
Agility: TYPICAL melee weapons. Mordo must make a power
Strength: TYPICAL rank FEAT roll for every zombie he animates.
Endurance: REMARKABLE TELEPORTATION: (Unearthly)
Reason: GOOD All other Universal spells he may use are of an
Intuition: REMARKABLE Amazing power rank.
Psyche: AMAZING
Dimensional
Health: 48
Karma: 90 DEMONS AND CHAOS: (Monstrous)
Resources: TYPICAL DENAK: (Monstrous)
Popularity: -5 IKONN: (Amazing)
MABDHARA: (Amazing)
Powers: SATANNISH: (Amazing)
VALTORR: (Incredible)
Mastery Level—Master of Chaotic Magic All other Dimensional powers he may use are of
After intense study and an apprenticeship 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
energy use for spells used for non-evil pur- Incredible power rank.
poses. The following are magical abilities
always available to him. Background: Karl Mordo became interested in
the occult at an early age and as an adult stud-
Personal ied in Tibet under the Ancient One. During his
tenure as a disciple, Baron Mordo met and
ASTRAL PROJECTION: (Monstrous) became a rival of Doctor Strange. Mordo
SHIELD—INDIVIDUAL: (Amazing) believes that he would have become the
TELEPATHY: (Unearthly) Sorcerer 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
Incredible power rank. entered the picture. Mordo is obsessed with
MESMERISM: (Monstrous) destroying Doctor Strange and will go to almost
Universal NECROMANCY: (Incredible) any lengths to do so. Mordo has been a minion
Mordo can create zombies from the dead, of Dormammu.
CONJURE: (Incredible) as he once did with Lord Phyffe. These zom-
ELDRITCH BEAMS/BOLTS: (Amazing) bies’ stats are:

BROTHER VOODOO ities. No known time limit exists which


Jericho Drumm restricts how long Daniel can remain outside
Houngan (voodoo priest) his brother’s body. When Daniel ceases
inhabitation of a person other than his
Fighting: TYPICAL brother, the host may suffer disorientation,
Agility: GOOD nausea ortrauma. Disorientation involves a
Strength: TYPICAL –1 CS to the host’s Fighting, Reason, and
Endurance: EXCELLENT Psyche abilities for 1 to 10 rounds.
Reason: EXCELLENT All other Personal spells he may use are of an
Intuition: EXCELLENT Excellent power rank.
Psyche: AMAZING
Universal
Health: 42
Karma: 90 MENTAL CONTROL-LIMITED: (Remarkable)
Resources: TYPICAL MESMERISM-ALL ANIMALS: (Monstrous)
Popularity: 30 in Haiti Only one creature at a time.
0 anywhere else MESMERISM-PLANTS: (Remarkable)
Only one plant at a time.
Powers: NATURE CONTROL-FIRE: (Incredible)
VAPORS-OBSCURITY: (Remarkable)
Mastery Level—Voodoo Master Brother Voodoo’s obscuring vapors,
Personal appearing in the form of smoke, are always
accompanied by the sound of voodoo
TRANCE-IMMUNITY TO FIRE: (Automatic) drums. This sound has a disorienting effect
SUMMON: (Monstrous) on others (Fighting, Reason, and Psyche
Brother Voodoo can summon the spec- abilities all suffer a –1 CS in the area of this
ter of his deceased brother, Daniel, from its power).
dwelling place within Brother Voodoo’s body.
By doing so he increases his Strength to Talents: Jericho Drumm, a professional psy-
Excellent and his Health to 56. He can also chologist, and has Incredible Reason in matters
send his brother’s spirit form, like an astral of the human mind and mental state.
form, to inhabit other people’s bodies (treat
as a full Mental Control of Monstrous power Background: Jericho Drumm is the brother of
rank). The host’s body, however, must be Daniel Drumm, former Haitian houngan who
alive and cannot already be inhabited by a was killed by Damballah, the voodoo serpent-
foreign spirit. god. Before he died, Daniel made his brother
vow to follow in his footsteps. Drumm gave up Having vanquished Damballah and his cult,
A person inhabited by Daniel’s spirit is Brother Voodoo is now established as Haiti’s
under Brother Voodoo’s control and capable his practice and learned the arts of the houngan
from Papa Jambo. houngan supreme and champion of the land.
of performing any number of complex activ-

2
CLEA Personal Incredible power rank.
Former Disciple of Doctor Strange
Ruler and Sorceress Supreme of the Dark ASTRAL PROJECTION: (Monstrous) Talents: Clea has been trained in the martial
Dimension SHIELD—INDIVIDUAL: (Amazing) arts. She can Stun and Slam opponents of
TELEPATHY (Unearthly) greater Endurance than her Strength.
Upon desire, Clea can telepathically Background: 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 recently, only Umar
Universal and Orini knew that Umar was Clea’s mother.
Clea befriended and aided Doctor Strange on
BARRIER: (Unearthly) 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 barrier 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 Creatures mammu and Umar, Clea went to live with Doctor
section of this booklet). Strange on Earth, where she was his lover and
CONJURE: (Amazing) disciple. The current status of their relationship
MATTER REARRANGEMENT: (Unearthly) is unknown.
NATURE CONTROL-ALL: (Unearthly) Clea eventually returned 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 rebels
dimension. She can level mountains and bested Umar’s forces. Clea defeated Umar in
create seas. personal combat and, by the people’s consent,
ELDRITCH BEAMS/BOLTS: (Amazing) became ruler and Sorceress Supreme of the
TELEPORTATION: (Monstrous) Dark Dimension.
All other Universal spells she may use in the The mystical flames of regency, once belong-
Earth or Dark Dimension are of a Monstrous ing to Dormmamu and Umar, and indicating the
power rank. In other dimensions her Universal people’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
Dimensional yet to be seen, but Clea is believed able to per-
DIMENSIONAL APERTURE: (Amazing) form any magical feat available to her mentor
FALTINE: (Monstrous) Doctor Strange or her mother Umar. Clea’s abili-
RAGGADORR: (Monstrous) ties, however, are limited by her experience and
VISHANTI: (Unearthly) training.
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;
physically, however, she remains a young
Miscellaneous Spells woman.
All Miscellaneous spells she may use are of an

Dark Earth
Dimension Dimension
Fighting: EXCELLENT GOOD
Agility: EXCELLENT GOOD
Strength: REMARKABLE EXCELLENT
Endurance: REMARKABLE EXCELLENT
Reason: EXCELLENT GOOD
Intuition: AMAZING INCREDIBLE
Psyche: UNEARTHLY AMAZING
Health: 100 60
Karma: 170 100
Resources: MONSTROUS TYPICAL
Popularity: 70 5
Powers:
Mastery Level—Sorceress 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 Vishanti
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 indicated.

3
DIABLO Alchemy Items METABOLISM POTION: (Remarkable)
Esteban Diablo A character drinking this potion can slow
Criminal and Alchemist ALTERATION—APPEARANCE POTION: down his metabolism as if using the Per-
(Incredible) sonal spell Trance.
With this potion, Diablo can make the NATURE CONTROL POTION: (Incredible)
flesh of his face and body pliable and he can This rare potion, that gives Diablo this Uni-
change his human form into a “nerveless versal magical ability, can only control one of
protoplasm “ In “protoplasmic” form, Diablo the basic elements and no more than one
suffers no damage from energy attacks and potion can be used at a time.
only half damage from physical attacks. NERVE GAS PELLET: (Excellent)
ANIMATE POTION: (Remarkable) This gas covers two areas.
When poured on an inanimate object, the RESIST DEATH POTION: (Incredible)
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: (Excellent) Vapors-Resist Death.
When a character drinks this potion, Dia- SLEEPING POTION: (Incredible)
blo controls the character as if he were This potion acts as the Miscellaneous
under the Emotion Control spell. spell Mists of Morpheus.
Fighting: GOOD EXPLOSIVES: (Incredible)
Agility: TYPICAL These non-magical potions or pellets can Talents: Diablo is the world’s foremost alche-
Strength: TYPICAL be thrown up to 1 area away and act as high mist. His Reason in pharmacy is Amazing and
Endurance: GOOD explosive grenades. Incredible in chemistry.
Reason: REMARKABLE LONGEVITY POTION:
Intuition: TYPICAL Although centuries old, Diablo retains the Background: Diablo was born in early Ninth
Psyche: EXCELLENT vitality of a man in his late 30’s by occasion- Century Spain. At a young age he became inter-
ally drinking this potion. ested in alchemy and within a decade was the
Health: 32 world’s greatest living authority in the field.
Karma: 56 MATTER REARRANGEMENT POTION:
(Amazing) Later, he moved to Transylvania and, with the
Resources: GOOD powers of his magical alchemy, began a tyranni-
Popularity: -10 This potion makes temporary molecular
transmutations, allowing, for instance, for cal reign of terror. He was eventually trapped
Powers: the transformation of stones to feathers. Dia- and entombed by the local populace and he
blo controls the activities of this new mass as remained that way until the Twentieth Century,
Mastery Level—Master of Scientific Magic if using the Matter Rearrangement spell. when he gained mental control over the Thing,
Diablo’s powers stem entirely from a huge The effect has a duration of 10 rounds. who set him free. The Fantastic Four continue to
arsenal of alchemical potions and pellets that he MENTAL CONTROL PELLET. (Remarkable) 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 effects.

DOCTOR DRUID Universal


Anthony Druid
Psychiatrist, Occult Expert, Mystic HYPNOSIS: (Amazing)
The victim is allowed a Psyche FEAT roll to
Fighting: GOOD resist. If the hypnosis is not successful,
Agility: GOOD Druid can still create illusions that duplicate
Strength: GOOD other powers. In this way he can duplicate
Endurance: REMARKABLE the powers of Invisibility, Eldritch Beams/
Reason: EXCELLENT Bolts, Transformation, and Conjure by hyp-
Intuition: EXCELLENT notizing the victim. Druid cannot kill
Psyche: INCREDIBLE someone with these illusions, but any char-
acter whose Health declines to zero, falls
Health: 60 unconscious. He does not however, lose
Karma: 80 Endurance ranks and the damage is auto-
Resources: GOOD matically healed when the spell expires.
Popularity: 7 MENTAL CONTROL: (Incredible)
Powers: MENTAL PROBE: (Unearthly)
NATURE CONTROL—ALL: (Remarkable)
Mastery Level—Druidic Adept Doctor Druid can control the elements and
Doctor Druid’s abilities are derived from two the weather.
major sources: Personal energy and the arcane PLANT CONTROL: (Amazing)
lore of his Celtic forefathers. This Druidic form of All other “Nature”-type Universal spells he may
“Nature” magic consists of Universal spells. use are of a Remarkable power rank.
Personal Limitations: Druid’s druidic powers have a spe-
cial vulnerability to iron (see Iron in the Magic
FORETELLING: (Good) Items section in Book 2) but are increased when
Available only in times of extreme danger. on Celtic holy grounds or dealing with Celtic
LEVITATION: (Excellent) magical items (see Schools of Magic in Book 1).
MANIPULATION: (Excellent)
SENSING—MYSTICAL DETECTION: Talents: Doctor Druid is a physician, psychia-
(Excellent) trist, and occultist. He has a Remarkable Rea-
TELEPATHY: (Unearthly) son in all three of these areas. Druid also has a
TELEKINESIS: (Excellent) Remarkable knowledge of Astronomy. book on the occult, Druid was summoned by a
TRANCE: (Remarkable) seriously ill lama. Finding Druid worthy after a
All other Personal spells he may use are of an Background: A graduate of Harvard Medical series of spiritual tests, the lama opened Druid’s
Excellent power rank. School and a licensed psychiatrist, Anthony mind to hidden powers and taught him the
Druid retired from practice to pursue his occult secrets of certain mystic arts. The lama died,
studies. In the midst of research for his second leaving Druid to continue on his own.

4
DOCTOR DOOM
Victor Von Doom
Monarch of Latveria
Fighting: REMARKABLE
Agility: EXCELLENT
Strength: REMARKABLE
Endurance: INCREDIBLE
Reason: AMAZING
Intuition: INCREDIBLE
Psyche: AMAZING
Health: 120
Karma: 140
Resources: AMAZING
Popularity: 40

Powers:
Mastery Level—Disciple of the Scientific School
of Magic
Doctor Doom’s technological powers are
derived from his nuclear-powered, computer-
assisted, iron armor.
BODY ARMOR: (Incredible)
FORCE FIELD: (Monstrous)
The force field is effective against all phys-
ical and energy attacks, including magnet-
ism, but excluding magical and psionic
attacks.
BLASTERS: (Amazing)
Doom’s gauntlets are equipped with min-
iature particle accelerators. These shoot
beams of Amazing energy to Remarkable
distances (7 areas).
FLIGHT: (Excellent speed)
A jet pack is built into Doom’s armor.
AIR SUPPLY:
When sealed, the armor contains enough
air for four hours underwater or in a total vac-
uum.
PSYCHIC TRANSFER: (Incredible)
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: (Amazing)
No other Universal spells have been revealed.
Dimensional
FALROTH: (Monstrous) F A S E R I P orphaned at a young age and discovered his
No other Dimensional spells have been Ex Ex Ex Rm Ex Ex Ex mother’s chest of herbs, medicines, and objects
revealed. Health = 90 Karma = None said to have magical powers. He learned the
Body Armor: (Remarkable) use of these items and eventually came to
Talents: Doom is a scientific genius who has Force Field: (Amazing) understand the basics of magic. Doom later
built time machines, space craft, robot servants Force Beams: (Incredible) 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 Monstrous 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 F A S E R I P
Gd Gd Gd Ex Ex Rm Rm a number of monks taught him their secrets and
his Warrior and Imitation Doom Robots. The forged his first suit of armor. He returned to his
Warrior Robots have the following stats: Health = 50 Karma = None
Body Armor: (Remarkable) native Latveria and ruled there with an iron fist.
F A S E R I P Force Beams: (Good) Shortly before a number of heroes were trans-
Ex Gd Gd Ex Pr Pr Pr ported to the Beyonder’s Battleplanet, Doom’s
Health = 60 Karma = 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 restore his own body but it
Imitation Doom robots with combat capabilities the real Doom or another Doom robot. has been restored by the Beyonder.
have the following stats: The full extent of his magical knowledge and
Background: The son of a gypsy healer father power is unknown. He normally relies upon his
and a mother who was a witch, Doom was technology.

5
DOCTOR STRANGE
Stephen Strange
Sorcerer Supreme of the Earth Dimension
Fighting: GOOD
Agility: EXCELLENT
Strength: TYPICAL
Endurance: REMARKABLE
Reason: GOOD
Intuition: MONSTROUS
Psyche: UNEARTHLY
Health: 66
Karma: 185
Resources: GOOD
Popularity: 18

Powers:
Mastery Level—Sorcerer Supreme of the Earth
Dimension and Master of the Order School of
magic
Doctor Strange has access to most magical
powers and spells. The following are those
powers always available to him.
Personal
ALTERATION—APPEARANCE: (Amazing)
Doctor Strange can change his own
appearance as well as the appearance of
those in the same area.
ASTRAL PROJECTION: (Unearthly)
LEVITATION: (Incredible)
SHIELD—INDIVIDUAL: (Monstrous)
TELEPATHY: (Unearthly)
All other Personal spells he may use are of a
Monstrous power rank.
Universal

CONJURE: (Amazing)
ELDRITCH BEAMS/BOLTS: (Amazing)
MESMERISM: (Amazing)
TELEPORTATION: (Unearthly)
All other Universal spells he may use are of an
Amazing power rank.

Dimensional

CYTTORAK: (Amazing)
DIMENSIONAL APERTURE: (Monstrous)
HOGGOTH: (Amazing)
RAGGADORR: (Monstrous)
SERAPHIM: (Amazing)
VISHANTI: (Unearthly)
All other Dimensional powers he may use are of
an Amazing power rank.
Miscellaneous Spells
MISTS OF MORPHEUS: (Monstrous)
SPELL OF SILENCE: (Automatic)
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. Strange’s Reason is Remarkable in general layan Mountains, and just as he reached the
Magic Items medicine and Incredible in medical surgery. limits of his endurance, he stumbled upon the
Ancient One’s palace. Unsure of Strange’s wor-
Background: Stephen Strange was a brilliant, thiness, the Ancient One proved reluctant to
BOOK OF THE VISHANTI ambitious, and somewhat arrogant neurosur- accept the former derelict as his pupil. But when
CLOAK OF LEVITATION geon whose meteoric career was cut short Strange warned the sorcerer of the treachery of
DARKHOLD when an accident injured his hands. Although Baron Mordo, a student of the Ancient One,
(Seldom used by Doctor Strange) he was offered many consulting positions, his Strange became the sorcerer’s disciple.
EYE OF AGAMOTTO pride prevented him from accepting. After In time, the Ancient One left this mortal
ORB OF AGAMOTTO Strange’s fortune was lost on many failed sphere and the position of the Earth Dimen-
(See the Magic Item section in Book 2.) attempts at finding a “miracle” cure for his sion’s Sorcerer Supreme passed to Doctor
Talents: As part of Doctor Strange’s training in injured hands, he quickly degenerated into a Strange. He has, during his tenure, successfully
the Far East he learned the basic techniques of drunken derelict. thwarted many would-be magical tyrants,
martial arts. He can Stun and Slam opponents Strange then heard of a learned man in Tibet, including his oldest nemesis, 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 across other Sorcerers Supreme, most notably Dor-

6
DORMAMMU anyone throughout the dimensions. If the
Malevolent Extradimensional Mortal contact person’s Psyche rank is Class 1000,
Former Ruler of the Dark Dimension Dormammu must first make a successful red
Psyche FEAT for contact.
Fighting: UNEARTHLY TRANSFORMATION: (Unearthly)
Agility: UNEARTHLY Dormammu can use this magical power
Strength: MONSTROUS on himself or other items and beings.
Endurance: CLASS 1000
Reason: MONSTROUS Magic Item and Servants
Intuition: MONSTROUS
Psyche: UNEARTHLY PINCERS OF POWER
(See the Magic Item section in Book 2.)
Health: 1275
Dormammu increases his strength by WRAITHS: Dormammu has at his command, a
draining spiritual energy from his followers. host of Wraiths that do his bidding. Wraiths are
Therefore he cannot be destroyed unless all normally 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
Karma: 250
appear as the astral forms of humans. Usually
Resources: Not Applicable
dispatched singly or in groups of ten, they are
Popularity: +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
Powers: minion if it will further Dormammu’s plans.

Mastery Level—Master of the School of Their statistics are as follows:


Chaotic Magic and former Sorcerer Supreme F A S E R I P
of the Dark Dimension. Ex Gd Ex Gd Pr Rm Ex
Dormammu’s magical abilities rest almost Health: 60 Karma: 54
entirely within himself, and are increased by Powers:
other beings’ worship of him. Dormammu can
use any Personal, Universal, or Dimensional ASTRAL PROJECTION: (Unearthly)
energy7 power and magical spell except those Wraiths do not normally have a physical
specifically connected to the maintenance of body.
Order, such as the Agamotto and Vishanti ELDRITCH BEAMS/BOLTS: (Remarkable)
powers. They can strike from the astral plane into
The following are powers always available to the material plane.
him. FLIGHT: (Monstrous)
SENSING—DANGER: (Incredible)
COUNTERSPELL: (Unearthly) SENSING—MYSTICAL DETECTION:
Dormammu can cancel out or tamper with (Incredible)
the magical spells of others. For example,
he once caused Thor to transform into his Background: Little is known of Dormammu’s
mortal guise, reversing an enchantment of origins, other than that he is a member of the
Odin. To do this, Dormammu must make a extradimensional Faltinian race. With the help
power rank FEAT roll. of his sister Umar, he defeated the invasion of
DIMENSIONAL APERTURE: (Unearthly) the Mindless Ones and became ruler of the
Dormammu can step through a Dimen- Dark Dimension, increasing his magical abili-
sional aperture or teleport himself into the ties by transforming his body into mystical
Earth dimension only on Halloween night energy. He consolidated his power, exiled his
and only after his followers perform a cere- sister, and eventually became Sorcerer
mony. Supreme of the Dark Dimension.
ELDRITCH ATTACKS*: (Monstrous) As a result of his latest defeat, Dormammu
GROWING: (Class 1000) was scattered throughout the universe. It is not
Dormammu can grow up to hundreds of believed however, that he was permanently
feet tall. destroyed, but rather just severely weakened.
ILLUSION: (Amazing) During his absence, both Umar and Clea have
Dormammu can create illusions in other been Sorceress Supreme of the Dark
dimensions. Dimension.
INTERDIMENSIONAL TELEPORTATION: In the last years of his known existence, Dor-
mammu and Umar of the Dark Dimension and (Class 1000) mammu’s attention was not focused on reestab-
Tiboro of the Sixth Dimension; and stopped the Dormammu can teleport within his dimen- lishing himself as leader of that Dimension, but
spread of chaos by its determined agents, sion. This includes the ability to slip into rather on defeating Doctor Strange and con-
Nightmare, Shuma-Gorath, and Satannish. If a interdimensional space and travel back in quering Earth. To accomplish these ends Dor-
man’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 Dormammu’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
Unaware of his position of Sorcerer Supreme, 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 normal –1 CS for being in another dimen- potentially sufficient to dwarf a dimension’s sor-
than an eccentric authority on the occult. sion. cerer supreme.
Strange resides in his mansion, the Sanctum MATTER REARRANGEMENT: (Unearthly)
Sanctorum, located in Greenwich Village in NATURE CONTROL—ALL: (Unearthly)
New York City. (For details, see the Locations Dormammu 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 Sorceress Supreme of the SHRINKING: (Unearthly)
Dark Dimension, has been the only disciple of TELEPATHY: (Class 1000)
Doctor Strange. They were lovers but the cur- Dormammu can telepathically contact
rent status of the relationship is unknown.

7
D’SPAYRE D’Spayre can mystically instill fear by
Demon touch, but seems to prefer acting indirectly.
He causes his victims to generate their own
Fighting: REMARKABLE fears by filling their minds with illusions.
Agility: EXCELLENT D’Spayre also uses illusions to masquerade
Strength: INCREDIBLE as a person trusted by his victim.
Endurance: REMARKABLE MENTAL PROBE: (Amazing)
Reason: GOOD To better generate more frightening illu-
Intuition: EXCELLENT sions, D’Spayre probes the minds of his vic-
Psyche: AMAZING tims, looking for phobias and emotional
Health: 120 vulnerabilities.
Karma: 80 PSYCHIC VAMPIRE: (Unearthly)
Resources: Not applicable If D’Spayre successfully induces fear in
Popularity: 0 another being, he can absorb the victim’s
Psyche, converting it to Health by making a
Powers: successful power FEAT roll. The victim’s
Psyche is reduced one rank and the differ-
Mastery level—Special ence between the two rank numbers is
D’Spayre 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 roll.
D’Spayre may have mystical abilities other than
those listed below, but they have yet to be cata- Background: The origin of D’Spayre’s being is
logued. D’Spayre does not follow a particular 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
tery. Because of the nature of his rather undefin- independently. He has been seen attempting to
able magical abilities, they are not listed as increase his abilities in the Florida interdimen-
Personal, Universal or Dimensional. sional nexus (see the Location section in Book
2) so it is possible that he has some Dimen-
FEAR: (Monstrous) sional powers. He has tangled with Spider-Man,
D’Spayre must touch the victim (Fighting Man-Thing, Cyclops, and Doctor Strange.
FEAT) to use this ability.
ILLUSION: (Unearthly)

MAGIK Equivalent to a Servant spell, Magik can,


Illyana Nikolovna Rasputin with these teleport disks, summon creatures
Sorceress Supreme of the Limbo Dimension native to Limbo and equal to the Demons of
Denak (See the magical creatures section).
Fighting: EXCELLENT
Agility: GOOD Personal spells
Strength: GOOD
Endurance: INCREDIBLE ASTRAL PROJECTION: (Monstrous)
Reason: GOOD SENSING—MYSTICAL DETECTION:
Intuition: EXCELLENT (Monstrous)
Psyche: AMAZING SUMMON SOULSWORD: (Automatic)
No FEAT roll is required to summon the
Health: 80 sword. A physical manifestation of Magik’s
Karma: 80 magical powers, the Soulsword causes
Resources: GOOD Monstrous damage to any magical creature
Popularity: 4 it hits, attacking on the Hack and Slash
column. If the sword is swung through a
Powers: character that is possessed or otherwise
magically controlled or transformed, Magik
Mastery Level—Sorceress Supreme of Limbo can make a Psyche FEAT roll for countering
Use the spells listed for Dormammu as Sor- the spell.
cerer Supreme of the Dark Dimension with a –1 Magik can store her sword in nothingness
CS to represent Rasputin’s power in Limbo. and summon it whenever she desires auto-
Outside her realm Magik is severely weakened matically.
and has the following magical abilities. No other Personal spells have been revealed
BODY ARMOR: (Excellent-Monstrous) outside the Limbo dimension.
The Body Armor is originally of Excellent
Strength and improves by one rank to a max- 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 Dimensional
it. (See Book 2 for more information.)
Magik does not use Dimensional spells. The
TELEPORT DISKS only Dimensional entities she knows are purely
Magik’s mutant power is the ability to chaotic and she does not wish them to recog-
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- Background: Magik is the younger sister of from Belasco, contested his rule, won the
nation. A failed roll indicates a misjump, Colossus of the X-Men. The first appearance of Soulsword and became Sorceress Supreme of
either in distance (up to one-quarter mile her teleportation power sent her and the X-Men Limbo.
away) or in time. (Judge’s discretion—The 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 comfortable.

8
MORGAN LE FEY GLAMOR: (Remarkable)
Sorceress, high priestess ILLUSION: (Monstrous)
MENTAL CONTROL: (Amazing)
Fighting: TYPICAL RAISE DEAD: (Incredible)
Agility: TYPICAL Because of her dealings with the forces of
Strength: TYPICAL darkness, Le Fey can sometimes raise mor-
Endurance: GOOD tals who have died. This requires a cere-
Reason: GOOD mony to be performed over the dead
Intuition: EXCELLENT person’s remains and a successful Psyche
Psyche: INCREDIBLE FEAT roll on her part. She may attempt this
Health: 28 only once per corpse.
Karma: 70 All other “nature”-type Universal spells she
Resources: POOR may use are of an Amazing power rank. Other
Popularity: 0 non-“nature”-type Universal spells are of a
Remarkable power rank.
Powers: Dimensional
Mastery Level—Master of the Faerie School of CHTHON: (Amazing)
Magic. DARKHOLD: (Monstrous)
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
Personal Darkholders in Europe. She was betrayed by
her lover, Magnus, who sealed the Darkhold
ASTRAL PROJECTION: (Monstrous) away from those of evil intent. Since that
Her body appears to have been destroyed 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: (Amazing) DEMON WINDS: (Incredible)
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: (Amazing)
form has a + 1 CS bonus for FEAT rolls. GAEA: (Amazing) have a special vulnerability to iron (see Iron in
SHAPE—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. Background: Morgan Le Fey is half-human and
Universal
half faerie. She is the same character as
ELDRITCH BEAMS/BOLTS: (Incredible) Limitations: Le Fey’s faerie magical abilities appears in the legends of King Arthur.

NIGHTMARE become useless. does. He can attack characters only when they
Malevolent Humanoid Entity IMAGE PROJECTION: (Class 1000) sleep.
Ruler of the Dimension of Dreams SCRYING: (Monstrous)
SHIELD—INDIVIDUAL: (Monstrous) Background: Similarly to D’Spayre, who feeds
Fighting: UNEARTHLY All other Personal spells he may use are of a upon human fear for sustenance, Nightmare
Agility: CLASS 1000 Monstrous power rank. lives off the dreams of humans. Dwelling in the
Strength: CLASS 1000 Dimension of Dreams, Nightmare monitors the
Endurance: CLASS 1000 Universal collective unconscious of humanity, sometimes
Reason: UNEARTHLY manipulating an individual’s dreams for his own
Intuition: UNEARTHLY BANDS: (Monstrous) sinister ends.
Psyche: CLASS 1000 ELDRITCH ATTACK: (Monstrous) Nightmare is nearly invincible in his own
ILLUSION: (Class 1000) realm. Few mortals other than Doctor Strange
Health: Nightmare 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 monstrous power rank. sion. He is however, easily frustrated by stale-
such circumstances, the Dimension of Dreams mates, and has been known to give up his
would also cease to exist. Dimensional
attacks. By means of the occult, Nightmare ulti-
Karma: Not Applicable DIMENSION OF DREAMS: (Class 1000) mately hopes to expand his dimension into the
Resources: Not Applicable Nightmare can change the substance of waking world.
Popularity: Not Applicable this dimension in both matter and energy. Since killing an opponent decreases the num-
Powers: ber of dreamers upon which he can “feed,”
All other powers he may use are of a Monstrous Nightmare prefers to defeat and degrade his
Mastery Level—Sorcerer Supreme of the Dream power rank. victims.
Dimension. Nightmare has but one natural enemy in all
Magic Item and Pet
the dimensions, the creature Gulgo, who never
Personal NIGHTMARE’S WAND: sleeps. Gulgo’s statistics are as follows:
APPARITION: (Class 1000) DEMONIC STEED: The steed is a large black
demonic horse with one long horn on his F A S E R I P
ASTRAL THEFT: (Class 1000)
forehead. The horn should be treated as a Un Un Un C1 Rm Mn Ex
Nightmare can project his power into all
claw of a creature attack with a Remarkable Health: 1300 Karma 125
dimensions over those who sleep. He can
draw the astral forms of sleepers to his realm Fighting rank. The steed also has Unearthly
for study, leaving the sleepers’ physical Flight. Like Nightmare, the demon-horse
bodies in comas. Once in his domain these cannot be killed unless all creatures cease to
astral forms can be imprisoned in globes of dream. (See Magic Items Section)
force, shrunk in size, turned to stone, or LIMITATIONS: Nightmare is capable of travel-
bombarded 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 rarely
after time begin to lose their vitality and

9
SHAMAN
Michael Twoyoungmen
Physician, Medicine Chief of the Sarcee Indians
Fighting: GOOD
Agility: GOOD
Strength: GOOD
Endurance: EXCELLENT
Reason: EXCELLENT
Intuition: AMAZING
Psyche: INCREDIBLE
Health: 50
Karma: 110
Resources: EXCELLENT
Popularity: 25
Powers:
Mastery 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.
Personal
ALTERATION—APPEARANCE: (Remarkable)
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
perform any magical feat.
HEALING—SELF: (Incredible)
This sometimes requires an item from his
mystical pouch.
LEVITATION/FLIGHT: (Remarkable/Good)
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.
SENSING—EVIL: (Automatic)
Shaman need not cast a spell because
this inherent power will automatically warn
of evil. This ability has a Remarkable area of
effect.
All other Personal spells he may use are of an
Excellent power rank.
Universal
ELDRITCH BEAMS/BOLTS: (Remarkable)
HEALING—OTHERS: (Incredible)
This sometimes requires an item from his
mystical pouch.
NATURE CONTROL: (Amazing)
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: (Monstrous) Shaman’s teleportation is dependent
power and his extradimensional pouch is Shaman can release energy from his upon components from his mystic pouch.
unknown. pouch to negate any extradimensionally cre-
PLANT CONTROL: (Monstrous) ated spell or to send back any extradimen- Miscellaneous Spells
Shaman can control the growth and shape sional creature to its home plane. He can
teleport himself and others using magic SPELL OF SILENCE: (Automatic)
of plants, increasing their size one area per
powder from his pouch. No FEAT roll required.
round. He cannot, however, make them
TIME TRAVEL: All other Miscellaneous spells he may use are of
grow more than ten areas.
Shaman can use the Dimensional ener- an Excellent power rank.
All other Universal spells he may use are of an
Remarkable power rank. gies within his pouch to propel himself, and
those he wishes to accompany him, back Magic Items
Dimensional through time. When he travels he physically GRANDFATHER’S SKULL
remains in the same location while time GREAT KEY
The only known source of Dimensional ener-
changes. Unlike most other time travelers, MYSTIC POUCH
gies used by Shaman is his mystical pouch.
Shaman need not go to Limbo. The change (See the Magic Items section in Book 2)
in time only takes seconds.
TELEPORTATION: (Incredible) Talents: Michael Twoyoungmen is a physician

10
TALISMAN LIMITATIONS: As yet, her powers are too wild
Elizabeth Twoyoungmen and uncontrolled to allow her to be any level
Art Student, Natural Mystic above a disciple. She must make a Psyche
FEAT roll everytime she wishes to use a power
Fighting: GOOD at anything less than its full power, area of
Agility: TYPICAL power, or duration of power.
Strength: GOOD
Endurance: EXCELLENT Magic Items
Reason: EXCELLENT
Intuition: INCREDIBLE CORONET OF ENCHANTMENT:
Psyche: AMAZING Now permanently attached to her head, it
helps focus her energies as Talisman.
Health: 36
Karma: 110 Background: Elizabeth Twoyoungmen is a nat-
Resources: TYPICAL ural mystic. She is a living focus for magical
Popularity: 5 energies and, when she learns fully to control
Powers: them, will have awesome powers. Many, includ-
ing the demi-goddess Snowbird, have recog-
Mastery Level—Disciple of Nature Magic nized her as “The promised one” of northern
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 Talisman’s powers. It is clear however, that the “one who binds all evil.”
she is already very powerful aftervery little train-
ing. Talisman must tap mystical forces in her
vicinity to perform any magical FEAT. The fol-
lowing are spells and powers she has already
exhibited.

Personal
DAMAGE ABSORPTION/ATTACK: (Amazing)
Talisman has the ability to take mystical
energy focused at her in an attack, absorb it,
reshape it, and send it back at her attacker.
FLIGHT: (Remarkable)
MYSTIC CALL/COMPULSION: (Amazing)
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 great
danger this call with an Unearthly range (all
of Canada) automatically goes out to a char-
acter she knows can help her, usually her
father.
SENSING-EVIL: (Automatic)
Talisman need not cast a spell for this
inherent power will automatically warn her of
evil. This spell has an Incredible area of
effect.
SENSING—MYSTICAL DETECTION: (Auto-
matic)
This inherent power automatically tells her
that magic is present. This ability has an
Incredible area of effect and no FEAT roll is
required.
All other Personal spells she may use are of a
Remarkable power rank.

Universal
and surgeon. His Reason is Remarkable in mat- ELDRITCH BEAMS/BOLTS: (Remarkable)
ters of medicine and of the occult that deal with NATURE CONTROL—ALL: (Remarkable)
“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.
Background: Dr. Twoyoungmen was a noted
surgeon who became disillusioned when mod- Dimensional
ern science could not save the life of his wife.
Following her death, he turned to the mysticism TELEPORT—OTHERS: (Special)
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
hero team Alpha Flight, by Heather Hudson, has, however, during times of extreme
and became a member. He subsequently anger, teleported members of Alpha Flight
became the protector and mentor of two Alpha hundreds 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. desires, but when successful has Unearthly
range.

11
SILVER DAGGER Dimensional
Real Name Unrevealed
Criminal, Assassin of Magicians FARALLOH: (Excellent)
No other Dimensional powers have been
Fighting: EXCELLENT revealed.
Agility: EXCELLENT
Strength: TYPICAL Magic Items
Endurance: EXCELLENT
Reason: EXCELLENT SILVER DAGGER (Amazing)
Intuition: REMARKABLE Silver Dagger’s Agility and Fighting abili-
Psyche: REMARKABLE ties in using this weapon are Amazing. (See
the Magic Item section in Book 2.)
Health: 66
Karma: 80 Talents:Silver Dagger has received training in
Resources: TYPICAL the martial arts. He can Slam or Stun an oppo-
Popularity: -5 nent whose Endurance is greater than Silver
Dagger’s Strength.
Powers:
Background: Silver Dagger is a religious
Mastery 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 frustrated
in the mystic arts but through research 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
Personal 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
Universal uses it himself to accomplish his ends. He
believes that god is using him as his personal
ELDRITCH BEAM/BOLTS: (Excellent weapon to rid the world of this evil.
MENTAL CONTROL: (Remarkable) Silver Dagger’s last known location was in the
MESMERISM: (Remarkable) 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.

UMAR INCREASED ENDURANCE: Umar can survive


Former Ruler and Sorceress Supreme of the environmental conditions that would be fatal to
Dark Dimension. most humanoids. She has, for example, easily
survived the intense heat and pressure at the
Fighting: EXCELLENT center of the Earth.
Agility: REMARKABLE
Strength: AMAZING Background: Umar and her brother Dor-
Endurance: UNEARTHLY mammu were both born in the mystical dimen-
Reason: INCREDIBLE sion of the Faltine. Having great mystical talents
Intuition: INCREDIBLE and perceived as a threat, they were both exiled
Psyche: MONSTROUS to the Dark Dimension before they reached
Health: 200 maturity.
Karma: 155 After reaching maturity, Dormammu, in order
Resources: Currently unknown to become more powerful, transformed his body
Popularity: Currently - 20 in the Dark into living mystical energy and attained a power
Dimension, 0 elsewhere greater than his sister, in her present form, can
achieve.
Powers: Umar helped Dormammu defeat the Mind-
less Ones and secure the throne of the Dark
Current Mastery Level—Master of Chaotic Magic Dimension for himself. She was eventually ban-
Former Sorceress Supreme of the Dark ished to an isolated pocket-dimension because
Dimension her brother did not trust her ambitions. When he
As Sorceress Supreme, Umar had the same was defeated by Doctor Strange and his powers
abilities to manipulate malevolent mystic forces diminished, Umar returned 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 Sorceress forces, led by her daughter Clea, recently over-
Supreme, Umar has all the listed powers of Dor- threw 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. support, has seriously weakened her mystical
Umar’s daughter Clea has dethroned her, and powers.
Umar is now considered a Master. As a Master, To prevent a counter-revolution, Clea sus-
Umar has all the listed powers of Dormammu, 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. dimension.
Specials:
LONGEVITY: A pure-blooded Faltinian, Umar
has not aged since reaching adulthood.

12
MAGICAL CREATURES
The following monsters all serve the purposes Creatures, especially demons, are not known TELEPATHY—LIMITED: Their commander,
of chaos. Occasionally a single creature or pack for their courage and they quickly lose morale. If usually a powerful being in another dimension,
of creatures will slip through a Dimensional a pack of extradimensional creatures suffers a can maintain a telepathic link with the creatures
aperture 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 defenders, its members will
sion by a villainous magic wielder. retreat to the location from where they came. UNIQUE SHAPE—SHIFTING: The Demons of
These creatures also might act as troops for a They will not return 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 through
acters from entering a specific dimension. attack, the creatures will disperse to their native traps. Only a complete enclosure, like a sphere
Whatever their function, they are seldom pleas- dimensions. or cube, can contain them.
ant and almost always act to weaken or distract Silver weapons, as has been explained in the Background: 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-animal
Magical creatures with physical attacks use mal damage to demons. Creatures 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 desire. A demon usually does not serve any per-
using their Fighting ability for the Bite-Claw Note: Descriptions for magical creatures do not
have the normal “Powers” section, as a char- manent master. These are the creatures sum-
column, those that pummel use the Slugfest moned by the spell the “Demons of Denak”
column. A creature’s bite, claw, or pummel acter does. Instead it has a “Specials” section
for unusual abilities. The powers used are (see Denak entry in Book 2). The Demons of
causes damage equal to its Strength rank, not Denak love to spread chaos and will usually
its Fighting rank. reserved for magical abilities and spells.
appear in the Earth dimension as shock troops
When in its home dimension a creature of an incoming extradimensional invasion.
always has initiative on the first round of com- DEMONS OF DENAK
bat, but thereafter initiative is determined as F A S E R I P DEMONS OF DESPAIR
normal. When an extradimensional creature is Ex Ty Ex Ty Pr Gd Pr F A S E R I P
reduced to 0 Health, it usually either goes back Health: 52 Karma: 18 Gd Ty Gd Ty Fb Pr Ty
to its own dimension or dies and decays rapidly.
Health: 32 Karma: 12
Karma is given as normal for the defeat of a Specials:
creature and no Karma is lost for inadvertently
CLAWS AND BITE: The Demons of Denak Specials:
destroying a demon or evil creature.
A creature may be poisonous. When a hero is have two claw attacks per round. If they suc- FANGS: 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 round. twice.
cessful and the hero’s Endurance rank is equal
FLY: There is a 25 percent chance that any POISON BITE: The fangs of a Demon of
to or higher than the poison’s potency, the hero
Demon of Denak can fly. He may writhe through Despair drip with venom. If a second bite in the
falls unconscious for 1 to 10 rounds (roll one
the air or possess wings. Roll for the possibility same round is successful the venom will enter
die). If the poison FEAT is successful and the
of flight when the demon appears. the wound, causing Incredible damage.
hero’s Endurance rank is less than the poison’s
potency, the hero loses all his Health points and COLD TOUCH: The demon must first grapple Background: Demons of Despair are usually
starts 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.
Earth dimension as servants of Nightmare.

13
DYKORRS make attacks of or in whatever element it is IMPROVED SIGHT: In their natural shape, Eye
composed. Killers have the head of an owl, complete with
F A S E R I P Infravision (See MARVEL SUPER HEROES
Rm Gd Ex Gd Ty Gd Ty Background: Greater Elementals are strong Campaign Book, p. 40). Their heads can turn
Health: 70 Karma: 22 magical creatures that can be conjured forth completely around allowing them to see directly
from the basic substance of a planet, either air, behind themselves.
Specials: earth, fire, or water. Those that exist on Earth
respond most readily to druidic spells and other Powers:
CLAWS: All Dykorrs have claws that are fully forms 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. wielders. limbs. With their Eldritch Beams Eye Killers
FLIGHT: 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 Nature 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 “stealers of souls” by many North American
areas per round. (See the Flight power in Book 1 usually 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 Greater capabilities even in human form.
Elemental will simply revert back to its inani-
THICK SKIN: A Dykorr has thick skin that is mate substance. Background: Eye Killers are “Earth demons”
equivalent to Remarkable body armor 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-foot-
Background: The Dykorrs have been concrete and plastics. A Greater Elemental can, long green serpent with the feathered head of
described as the most grotesque demons in all however, 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 Greater There are few Eye Killers left on Earth and they
form, but are usually part animal in structure. Elemental, however, must reform 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- served 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 return
dwindled in number until now only a couple force its way up through pavement and attack a of the old ways, that is, a low level of civilization
dozen remain. hero 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 ELEMENTALS, LESSER GARGOYLES
humans at using devices. Though they have few
F A S E R I P F A S E R I P
special powers, they are extremely organized and
Ty Ty Pr Pr Pr Pr Fb Ex Ex Rm Ex Pr Fb Pr
could easily be “group leaders” of lesser demons,
Health: 20 Karma: 10 Health: 90 Karma: 10
such as the Demons of Denak or Despair
They are a demanding lot and pick their Specials: Specials:
leader meticulously. The last character to rally
them was the dread Dormammu, but they con- BITE: Lesser Elementals have very sharp teeth. CLAWS: Gargoyles 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 increases of slugging with their fists. attempted.
and they will break ranks and retreat only if they
FLIGHT: Lesser Elementals have bat-wings and TAIL: Gargoyles have long, segmented tails
have failed to defeat a single opponent and half
fly at no faster than I area per round. that can be used for the purposes of Slugfests.
their numbers have been destroyed (as
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, green area away but they cannot attack with both tail
ELEMENTALS, GREATER humanoids with bat-wings and sharp teeth. and claws in the same round.
F A S E R I P They are among the easiest creatures to sum- HORN: Gargoyles have a single, long horn on
In Pr Ex Gd Pr Fb Fb mon to the Earth Dimension and as Lesser Ele- their foreheads which can be used with a normal
Health: 74 Karma: 8 mentals have humanoid shapes, many magic combat charge. A successful Fighting FEAT roll
wielders use them as servants, mystical slaves, causes an additional 10 points of Bite and Claw
Specials: and messengers. They can also be used as nor- damage to the target above the Slugfest dam-
mal “troops” in an extradimensional invasion. age from the charge.
NATURAL ARMOR: Since a Greater Elemental
is made up of any one of the four basic Earth
elements, air, earth, fire, or water, it is extremely
EYE KILLER MAGICAL MATERIAL: Gargoyles are made of
(Also called the Stealer of Souls) enchanted stone and have Amazing body armor
difficult to hurt them physically. A weapon com- against all forms of non-magical attack. Magical
posed of the same element as the elemental F A S E R I P attacks or magical weapons, affect them as nor-
has no effect on the monster. If the weapon used Rm Gd Ex Ty Ex Gd Ex mal (No body armor).
to strike is magical no body armor is considered. Health: 66 Karma: 50
Otherwise their body armor is Remarkable. Powers:
Specials:
ELEMENTAL MOVEMENT: A living manifesta- FORCED SHAPE-SHIFTING: A Gargoyle can
tion of one of the four elements, it is quite simple UNIQUE SHAPE-SHIFT: Eye Killers can shape transform another character into a gargoyle
for Greater Elementals to speed along in its own shiftfrom their natural form into a normal human by making an Agility FEAT role for Targeting
element. For example, an earth elemental that form. 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
form and simply recreate itself farther along in son FEAT roll. Eye Killers can transform from third round, transformation is complete and
the direction it wants to travel. All of the Greater 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 ical creature even if the original Gargoyle is
ment rate is as follows: their claws. defeated. If a Psychic Seal of Permanance
Air—7 areas per round spell is cast upon the transformed character,
Earth—4 areas per round CLAWS: In their natural shape, Eye Killers have
the transformation is permanent. Otherwise
Water—6 areas per round the forelegs of a mountain lion, complete with
the victim can be restored to his original
retractable claws.
character by a spell of exorcism. There is no
Powers: time limit on the length of the spell or for its
SPEED: Eye Killers have serpentine shapes
NATURE CONTROL: (Incredible) that allow them to move quickly, four areas per reversal.
A greater elemental can create shields or round.

14
Background: There are many types of Gar- spells are available to the Agamotto and the SLITHE
goyles, but the ones described here are the Vishanti-the Judge can create other count-
most powerful ones encountered by Doctor er-spells. F A S E R I P
Strange. They appear to be made of gray stone, Ty Gd In Ty Ty Pr Gd
are 10 feet long from the tip of the horn to the tip Background: The G’uranthic Guardian is a 50- Health: 62 Karma: 20
of the tail, and have blazing red eyes, They foot-tall scaly humanoid creature which guards
occasionally stand up on their hind legs, but are the palace of the Dark Dimension. It is not a Specials:
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 strous Fighting rank for Slugfest.
While most attacks do not faze the Guardian, 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 cornered 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-Seeing TENTACLES: 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 recover. tentacles can be used to grab victims and drag
it is feasible for them to exist everywhere, they them down to the Slithe waiting below.
are most prevalent in the Dimension of the Sha- MINDLESS ONES
dowqueen. NEAR INVULNERABILITY: The Slithe is invul-
F A S E R I P
(The Defenders’ Gargoyle is not the same nerable to all attack forms except very bright
Rm Pr Gd Ex Fb Fb Fb
type of gargoyle as the ones mentioned here.) light and a loss of fear (see Background for the
Health: 64 Karma: 6
loss of fear). Intense natural or artificial light (full
G’URANTHIC GUARDIAN sunlight or searchlight equivalency) causes
Specials:
Good damage to the Slithe every round he is
F A S E R I P THICK SKIN: The Mindless Ones have thick exposed to it. Magical light does its normal rank
Rm Ty Mn Am Pr Ty Am skin that acts as Excellent body armor. of damage to the Slithe. The Slithe never posi-
Health: 161 Karma: 60 tions itself anywhere near a source of bright
EYE BEAM: The single, oval eye that each of light.
Specials: the Mindless Ones possesses, fires an energy
beam that causes Excellent damage. The beam Background: 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 hybrid of a slug and a squid. It has
Monstrous Body Armor against all forms of energy beam of the mutant hero Cyclops. It can two red eyes on stalks, numerous tentacles, and
attacks. be fired only once per round and has a range of is a dung color. The Slithe lives in the depths of
ENVIRONMENTAL INDEPENDENCE: The only 1 area. the sewers of New York City and can reach up
G’uranthic Guardian can stand in its portal-like through the adjoining vents, grates, manhole
MINDLESSNESS: These beings are completely
position for eons without nourishment, sleep, or covers, and plumbing into the world of man.
mindless. Though illusionary powers and spells
need for movement. It is one of the most patient It “eats” by dragging a terror-stricken victim
work on them, other mental powers that attack or
of creatures. down into the sewers and then sticking him into
affect the mind, such as Confusion, Fear, Mental
one of its transparent, gelatinous, holding sacs.
Control, and Mesmerism, do not.
Powers: All of the fear and terror felt by the victim creates
ENVIRONMENTAL INDEPENDENCE: They a form of energy that the Slithe feeds upon. Pre-
G’URANTHIC EYEBEAM: (Incredible) need not eat, sleep, or breathe, but seem to sumably, 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, human-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 requires a red Psyche
into an unusual attack beam. Submitted to INEXHAUSTIBLE: The Mindless Ones are tire- FEAT 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 rounds.
must succeed in a Psyche FEAT roll to move. defeated they will lay as if dead for 3 rounds, 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 required to move out of the granted as normal for defeating them. The Slithe is the Earthly counterpart of the
beam’s range. Dweller in the Darkness, ruler of his own dimen-
Each round that a character is in the Background: These tireless beings are the ulti- sion, the Dimension of Fear.
beam, the G’uranthic Guardian may make a mate chaotic creatures. Clea, the current Sor-
Psyche FEAT roll. If the roll is successful, the ceress Supreme of the Dark Dimension, who SPINYBEAST
victim’s Reason, Intuition, and Psyche are all keeps them confined behind a mystical trans-
reduced by one rank. parent barrier has referred to them as, “primi- F A S E R I P
If the victim leaves the beam while these tive, savage, totally devoid of love, or hate, or Ty Gd Pr Ty Pr Fb Fb
abilities are still Typical or higher, he will any type of intelligence. They live only to Health: 26 Karma: 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 Specials:
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 armor.
character’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 Strength are filled with a poison of Amazing
use mental or magical powers and even the Dimension’s magic wielders and Olnar, its ruler. potency. Upon the puncture of a character’s
most simple of tasks cannot be completed. Dormammu, who was later to become Sorcerer skin, he is allowed an Agility FEAT roll to jump
Once the victim has been stupified, the crea- Supreme of the dimension, herded them, and back before the poison is injected.
ture closes its eye and waits for the next locked them behind a mystical barrier. They
intruder. After the beams power has expired, have on numerous occasions escaped from this Background: The Spinybeasts exist only in
the stupified victim’s abilities return at the barrier, caused chaos, and then been returned Nightmare’s Dimension of Dreams. These dog-
rate of one rank per hour. to their confines. These creatures travel in large sized, red quadrapedal creatures, act as guard-
A counter-spell can fully restore the char- packs of between ten and 100 and have never ians of the dimension.
acter’s mind and knowledge. Such counter- entered the Earth dimension. Nightmare forces these creature into action

15
by flashing a special mystic prod, just above YANDROTH’S BAT
their spines. If, however, Nightmare touches a MARVEL SUPER HEROES, MARVEL SUPER VIL-
Spinybeast with the prod, the creature is killed F A S E R I P LIANS, MARVEL UNIVERSE, Baron Mordo, Brother
instantly. Spinybeasts are never encountered Ty Ex Ex Ty Pr Fb Fb Voodoo, Clea, Diablo, Doctor Doom, Doctor Druid,
Health: 52 Karma: 8 Doctor Strange, Dormammu, D’Spayre, Magik, Mor-
more than one at a time. gan Le Fey, Nightmare, Shaman, Talisman, Silver Dag-
ger, Umar, Demons of Denak, Demons of Despair,
TWIN SPIRITS Specials:
Dykkors, Greater Elementals, Lesser Elementals, Gar-
FLIGHT: Yandroth’s Bat’s massive wings allows goyles, G’uranthic Guardian, Mindless Ones, Slithe,
This pair of “smoky ghosts” has no known sta- Spinybeast, Twin Spirits, Visimajoris, Yandroth’s Bat,
tistics and none are needed. Twin Spirits cannot it to Fly at a rate of 20 areas per round. Its ability
Yandroth’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 creature of comparable size. It can Valtorr, Jericho Drumm, Daniel Drumm, Damballah,
obstacle. 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 unpredict- 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,
CLAWS: Yandroth’s Bat has a three-digit talon Tiboro Sixth Dimension, Shuma-Gorath, Chthon,
travel slower if transporting a character. Umar Sanctum Sanctorum, Thor, Odin, Wraiths, Dweller in
at the end of each wing, which can strike as
once had Doctor Strange brought to her in this Darkness, Florida Interdimensional Nexus, Spider-
claws. If the bat uses one of these claws while
fashion and there was nothing he could do to Man, Man-Thing, Cyclops, Magnus, Gaea, Merlin, Spi-
swooping, its Fighting and Strength ranks are
stop his abduction. These creatures can even der Woman, the Avengers, Dimension of Dreams,
increased one column for every 5 areas it
grasp astral forms. Demonic Steed, Gulgo, Victor Von Doom, Latveria,
swoops. For example, at its fastest speed the Falroth, Doom Robots, Beyonder, Battleplanet, Illyana
Twin Spirits are created by mystic smoke pro-
bat has an Incredible Fighting rank and a Mon- Nikolovna Rasputin, Dimension of Limbo, Soulsword,
duced by a magic wielder’s brazier, but their
strous Strength rank. The bat cannot strike with Colossus, X-Men, Belasco, Michael Twoyoungmen,
infrequent appearances have led many to con-
more than one claw per round. Great Key, Mystic Pouch, Grandfather’s Skull, Alpha
clude that an extremely expensive and rare Flight, Heather Hudson, Snowbird, Faralloh, Elizabeth
incense must be burned in a brazier to create THICK SKIN: The bat’s thick skin acts as Twoyoungmen, Unknown Realm, Infravision, The Light
their form (Judge’s discretion). Excellent Body Armor. of Truth and Order, Dimension of the Shadowqueen,
Darkforce, Dweller in the Darkness, Dimension of
VISIMAJORIS Background: This bat is named after Yandroth, Fear, Creators, Apalla, Yandroth, 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-
ics Group. Copyright ©1986 Marvel Comics Group, a
Strange by scientific and technical expertise.
F A S E R I P division of Cadence Industries Corporation. All rights
Yandroth ruled the planet on which the bat reserved. Printed in the U.S.A. Game Design Copy-
Rm Gd Ex In Gd Ex Ex exists, and he most likely created the bat by
Health: 100 Karma: 50 right ©1986 TSR, Inc. All rights reserved.
genetic engineering. This book is protected under the copyright laws of the
A demonic-looking creature, but not a demon, United States of America. Any reproduction or other
Specials: the bat is magenta in color, has a man-sized trunk unauthorized use of the material or artwork contained
and head, and has colossal wings with a span of at herein is prohibited without the express written con-
MULTIPLE EYES: Visimajoris has at least 17 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
tributed to the book trade in the United States by
on the back of his hands. He can see in all direc- maneuverability are fantastic, and few animals
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 creature. or evil and it is highly unlikely that a character by regional distributors.
would ever encounter more than one bat at a time.
TENTACLED HANDS: Visimajoris’s hands end The names of characters used herein are fictitious and
do not refer to any persons living or dead. Any descrip-
in tentacles so strong they are considered claws YANDROTH’S SLUG tions including similarities to persons living or dead are
in combat. merely coincidental. All Marvel characters, and the
F A S E R I P
Pr Pr Ex Gd Fb Fb Fb distinctive likenesses thereof are trademarks of the
Powers: Marvel Comics Group. This product is fictitious and is
Health: 38 Karma: 6
not based on any known belief or practice, nor is it an
EYE BEAM: endorsement of any belief or practice. MARVEL
Visimajoris can fire magical beams from Specials: 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- ©
1986 Marvel Comics Group, a division of Cadence
into a single attack. To affect a victim Visima-
droth’s Slug is of Monstrous Material Strength. Industries Corporation. All Rights Reserved. Printed in
joris must obtain a bull’s eye result on a Tar-
Unless an attacker can batter through the shell, the U.S.A.
geting FEAT roll (see the Magic Effects
he must target his attacks on the head. A bull’s-
Table). When properly focused on a victim, Game Design Copyright ©1986 TSR, Inc. All Rights
eye is needed to hit it (see the Magic Effects
the beam divides the target by doubling his Reserved.
Table for Targetting magical attacks and the Bat-
form every round until, for example, after 9
tle Effects Table for Shooting & Throwing).
rounds, there are 512 different forms.
Every round the character is struck by the ULTRASOUND: Yandroth’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.
struck down, the multiple images recombine
into their original form. Abilities and power Background: This slug is named after Yan-
ranks return at the rate of one rank per droth, the alien scientist who sought to defeat
round. Doctor Strange by scientific and technical
expertise. Yandroth ruled the planet on which
Background: 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 large, pink, multifaceted eye. The slug cannot
multi-eyed creature 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. Yandroth’s
destroyed. Slug is always found alone. It is omnivorous and
NIGHTMARE
most likely, given the time and inclination, can con-
sume inorganic matter as well.

16

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