Manual of Magic Realms1 PDF

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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 characters
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 characters 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 characters functions, to the left or right on the personal energy of the characters 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 universes ambient magical
the magical creatures that inhabit the affected by magica 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 characters 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 characters life, the characters 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 wielders 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 (Judges
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 characters 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 characters 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 Judges Choice
and roll on Table 3.9 to create drawbacks Axe weapon 95-00 Players 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 players 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 players 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 Judges Choice
51-90 3 items. Roll on Table 3.1 for each 96-00 Players 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. characters 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 throwers 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 (Judges 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 (Judges 01-10 Wand
Dice Weapon discretion) 11-20 Rod
Roll 91-00 Armor of players choice 21-25 Staff
01-25 Sword
26-35 Cloak
26-30 Two-Handed Sword 1
Covers the wearers entire body
31-40 Dagger 2
Covers the wearers 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 (Judges choice) only, use the shields armor rank. polyhedron
96-00 Weapon of players choice
4
Covers the wearers head only 66-70 Sculpture (Judges 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 (Judges choice)
Table 3.22: Weapons Damage Chart 11-20 Ruby 96-00 Unusual Item (Players choice)
Weapon Range Damage Notes 21-30 Pearl
Sword 0 10 pts/or blade longer 31-40 Emerald *Judges 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. (Judges damage caused, twice the
01-20 Pet discretion). Valkyries 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 animals 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 Judges normal, then assign a condition*
pet when he wishes, and so on (Judges 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 (Judges discretion). The dragon or other mythical creature. The condition to the item as a single
size and type of animal is completely up to familiars form is at the players discretion. item*.
the Judge and player.
Mount indicates a large animal such as a *Judges 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 characters place in it, guidelines on what unknown gods) and with the use of chaotic
all of the magic wielders 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 players 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
characters 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 characters 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 Stranges
attain ones 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 spells 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 masters 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 masters Psyche rank Magic for Order. This is the school to 91-00 AMAZING 50
number. The magic wielder can use his which Earths former Sorcerer Supreme,
masters lab as long as the master agrees. the Ancient One, and Earths 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
Characters 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 characters 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 players 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 Earths
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 ShieldMultiple, 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 characters 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 characters
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 characters 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 sorcerers secret identity is usually his their constant practice and studies, along
1. What is the heros 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 characters secret identity include
and usually use secret identities. sweethearts, wives, etc., the characters 5. What are the heros Resources?
master (and later, disciples), and possibly
2. What is the heros age? another super hero teammate. Generally, at This measures not only the characters
the start of a characters 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 heros 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 characters 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 characters 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 characters 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 heros 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 Russias Efficiency
Magik, Transias Scarlet Witch, and Haitis Condominium** 600 rp 11. Who are the heros 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 Dimensions 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 heros 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


heros 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 Shamans grandfathers 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
characters third adventure the masters
name, location, school of magic (which
should be the same as the characters), 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 Judges 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 characters 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 casters
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 casters 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 heros 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 objects
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 Judges 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
materials 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 casters 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 objects Fighting and Agility are Popularity and some sources of Karma
enchanted energy at any locked door or equal to the casters spell rank, but the gain. He must remain relatively reclusive
container and it will easily open for him, no items 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 casters 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
characters 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 owners 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 casters 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 casters 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 characters (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 casters 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 attacks 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 characters 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 casters Health can go
2 The target begins weeping or
restoring it to true life. as high as 200. In addition, the casters
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 attacks 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 casters points of damage remain. The casters
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
opponents 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 casters 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 casters 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 casters 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 targets
the character appears. density is reduced, apply a -1 CS to the
Damage Conversion*. The spell enables
If conjuring forth an unwilling character, targets 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 targets that day A beginning caster who does not where he can go with perfect accuracy and
current density rank. If the targets 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 casters 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 targets 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 wielders
damage in combat equal to his density However, the caster can enter another brain, and the character has at least partial
rank. If the targets 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 targets 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 characters
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 dimensions
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 targets material strength is Eldritch Crystals. The caster unleashes a
alter-ego is a predecessor from the casters 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 casters 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
characters 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 casters 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 targets 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 characters: 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 casters actual spell rank is higher. The are under the casters control and subject to
dimension. The target loses Health points area of effect can be increased through the casters suggestions. The caster can
equal to the casters 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 targets
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
casters 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 groups 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 casters Psyche and any FEAT roll the casters Strength). A character with this
actions. Only one attempt at it can be made the eye is required to make use the casters 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 Earths 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 targets mind. All Shift 0 Cant Fly Cant 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 Bulls-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 objects material etc. It is also used by most magic wielding
casters 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. casters 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 casters speed back to normal. Class 1000 everyone in all dimensions.
Any character with a Psyche equal to or

21
greater than the casters 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 characters 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 casters 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 casters 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 casters 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
bulls-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 items 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 artifacts 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 targets 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 illusions 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 objects
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 casters
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 opponents 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 attackers 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 casters 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 hoods friend, turn himself in to the police (if hes 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 casters 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 casters 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 persons 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 targets 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 targets
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 casters 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
cant 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 casters
effect is wanted, and the Judge decides attacking or intruding, nor does it reveal spell rank is greater than the creatures
whether or not that effect is within the what spell is being used. Endurance rank, and also requires a
spells 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 (Judges 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 casters spell rank must be higher than the
to constrict or bind the target (Strength for to always be mentally protected. The mechanisms 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 characters 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 attackers 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 victims 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 characters in the same area Paralyze. This spell creates a magical
as the caster are protected. Offensively., this tendril that attacks the targets mind,
spell creates a whirlwind that functions as a making him unable to move. If the casters
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 casters 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 targets
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 targets 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 casters 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 plants
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 casters 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. Mans 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 Nightcrawlers tail.) Solar. Resistance to sun stroke, sunburn,
back is 3 months multiplied by the casters 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 casters 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 spells 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 casters 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 casters 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 casters 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 casters 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 Judges discretion as to its nature, abilities, an attack with a higher power rank it is
the casters Intuition rank, use this spell rank spell, etc. shattered and disappears, though no
when the caster makes Intuition FEAT rolls. If The servants abilities are generated as for damage reaches the caster during that
the spell rank is lower than the casters 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 casters 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 persons the shape are automatic, but to become a beam or bolt as a bulls-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 casters 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 attackers 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 casters body metabolism is
characters and objects. thoughts. The person receiving the casters 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 casters
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 attackers mind
that is equal to the traps 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 (casters
discretion). These vapors are thin and wispy
and constantly swirl around the casters
body. During the duration of these vapors
one of the casters 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 casters
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 (casters 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 casters 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 energys 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 (casters 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 casters
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 casters 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 anyones 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 casters 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 (players 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 (casters 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 powers 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 characters enhancement is constant and
will. Once gone, by the casters 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 (Judges 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 (Judges
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. breakers spell rank. If the
breakers spell rank is higher,
Spell Rank Psyche FEAT Rolls. apply a + 1 CS for each rank the
breaker has above the creators
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 targets 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 casters 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 spells
considered beneficial to the
characters individual spells increase, he effectiveness is the target itself. Table 0.2:
casters 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 casters 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 targets Psyche FEAT roll (to
Rank of Effect of Effect Damage save himself from an attack,
control, etc.) if the attacker has a
Shift 0* Cant Cast None None stronger Psyche.
Feeble* 1 round Touching 2
Poor* 1 round Touching 4 -1CS To the spell rank of a casters
Typical* I round Touching 6 allowed personal or universal spell
Good 1 round Users 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 characters 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 spells definition. roll result that he feels is appropriate for the characters 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 beings 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 days 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. sorcerers 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 Judges roll.
differences: group spells use dimensional dimensional energy. Usually, sorcerers will If the being is neutral to the magic wielders
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, casters 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 (Judges 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 spells
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 beings 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 targets 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 wielders 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
opponents spell or attack this round.
prefer it, to save lives and reduce damage).
*Casters 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
*Casters 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 Bulls-Eye effect, like
shooting a magical wand out of an
Bulls-Eye. The attacker hits the target
wherever he wants. There are some limits
EFFECTS TABLE opponents hand or avoiding an opponents 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 somebodys 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 bulls-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. Dooms 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 attackers 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 attackers 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 targets 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 attackers magical control but,
with a sharp weapon, such as a sword or FEAT Roll. This column is used for any if the targets Psyche rank is greater than
knife. Note that Kill results are not spell that allows the target to avoid the the attackers, the target has seized control
possible on this column. effect by making a successful Psyche FEAT of the attackers mind. If the target has a
Targeting. This replaces the Shooting & roll (except mental controltype 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 attackers spell.
appropriate column from the Battle Effects Not Affected. The target has avoided the
Table. effects of the attackers 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 attackers 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.
targets 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 attackers 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 targets 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 Bulls-Eye Slam Hold Escape No Effect No Slam No Stun

Stun Stun Bulls-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 chaoticthat 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, Ill place him close
descriptions I see that my character is by. Cant afford the city itself, so I think hell
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%
characters 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 masters 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 Cerberuss 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.
Stranges 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
characters 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 hes a likenesses thereof are trademarks of the Marvel
Immovability. The roll on Table 6.2: fierce opponent for any demon. Ill 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 characters 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 villains 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
Characters 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 didnt 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
Heros 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

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