book 1: manual of magic - angelfire: welcome to · pdf fileintroduction the campaign book of...

40
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 New Terms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 Magical Energies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 Creating Magical Characters . . . . . . . . . . . . . . . . . . . . . . . . . .4 Spell Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 How Spells Are Cast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Magic Use and Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 Character Generation Example . . . . . . . . . . . . . . . . . . . . . . .37 The Magic Effects Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 Karma and Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . .37 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, Colored by Jeff Butler Interior artwork by the Marvel Bullpen and Jeff Butler Graphic Design by Steve Winter Typography by Betty Elmore Thanks to Peter Sanderson and Carl Potts for some clarifications. TABLE OF CONTENTS 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. Book 1: MANUAL OF MAGIC TSR, Inc. PRODUCTS OF YOUR IMAGINATION™ TSR, Inc. POB 756 Lake Geneva, WI 53147 ISBN 0-88038-278-3 394-55423-XTSR1200 PDF Version 1.0

Upload: hakien

Post on 20-Mar-2018

228 views

Category:

Documents


4 download

TRANSCRIPT

Page 1: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3New Terms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3Magical Energies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3Creating Magical Characters . . . . . . . . . . . . . . . . . . . . . . . . . .4Spell Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15

How Spells Are Cast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31Magic Use and Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34Character Generation Example . . . . . . . . . . . . . . . . . . . . . . .37The Magic Effects Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35Karma and Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . .37Character Creation Example . . . . . . . . . . . . . . . . . . . . . . . . .37Magical Character Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . .39

CreditsDesigned by Canting Kim EastlandEdited by Epigraphic Ed Sollers (Books 1 and 2) andErudite Eric Tobias (Book 3)Cover by Marshall Rogers and Terry Austin,

Colored by Jeff ButlerInterior artwork by the Marvel Bullpen and Jeff ButlerGraphic Design by Steve WinterTypography by Betty Elmore

Thanks to Peter Sanderson and Carl Potts for someclarifications.

TABLE OF CONTENTS

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 byRandom 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 distinctivelikenesses 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.

Book 1: MANUAL OF MAGIC

TSR, Inc.PRODUCTS OF YOUR IMAGINATION™

TSR, Inc.POB 756Lake Geneva, WI 53147ISBN 0-88038-278-3394-55423-XTSR1200

PDF Version 1.0

Page 2: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

IndexAbsorption . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Admittance . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Advancement. . . . . . . . . . . . . . . . . . . . . . . . 4, 37Age . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Air control . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Alchemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Alteration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Altering spells . . . . . . . . . . . . . . . . . . . . . . . . . 33Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Antiquities . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Apparition . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5, 16Artifact. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Astral combat . . . . . . . . . . . . . . . . . . . . . . . . . 34Astral projection. . . . . . . . . . . . . . . . . . . . . . . . 16Atlantean magic. . . . . . . . . . . . . . . . . . . . . . . . . 7Attention checks . . . . . . . . . . . . . . . . . . . . . . . 32Aura, shield . . . . . . . . . . . . . . . . . . . . . . . . . . . 27Bands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Bibliophile . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Black magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Chameleonic coloring . . . . . . . . . . . . . . . . . . . 16Chaotic magic . . . . . . . . . . . . . . . . . . . . . . . . . . 7Charm . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16, 26Choosing Spells. . . . . . . . . . . . . . . . . . . . . . . . . 9Chronicler of magic . . . . . . . . . . . . . . . . . . . . . 11Clairaudience. . . . . . . . . . . . . . . . . . . . . . . . . . 26Clairvoyance . . . . . . . . . . . . . . . . . . . . . . . . . . 26Cold bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Column shifts. . . . . . . . . . . . . . . . . . . . . 3, 31, 34Confusion . . . . . . . . . . . . . . . . . . . . . . . . . 16, 26Conjure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Costumes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Countering spells . . . . . . . . . . . . . . . . . . . . . . . 33Curse. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Damage absorption . . . . . . . . . . . . . . . . . . . . 17Damage conversion . . . . . . . . . . . . . . . . . . . . 17Danger, sensing . . . . . . . . . . . . . . . . . . . . . . . . 27Darkforce . . . . . . . . . . . . . . . . . . . . . . 19, 20, 29Demonology . . . . . . . . . . . . . . . . . . . . . . . . . . 11Density control . . . . . . . . . . . . . . . . . . . . . 17, 18Dimensional aperture . . . . . . . . . . . . . . . . . . . 18Dimensional beings . . . . . . . . . . . . . . . . . . 32, 33Dimensional energy . . . . . . . . . . . . . 3, 10, 32, 34Dimensional travel . . . . . . . . . . . . . . . . . . . . . 18Disguise spells . . . . . . . . . . . . . . . . . . . . . . . . 10Disintegrating bolt . . . . . . . . . . . . . . . . . . . . . . 19Distractions . . . . . . . . . . . . . . . . . . . . . . . . . . 34Druidic magic . . . . . . . . . . . . . . . . . . . . . . . . . . 7Dual persona . . . . . . . . . . . . . . . . . . . . . . . . . . 18Earth control . . . . . . . . . . . . . . . . . . . . . . . . . . 25Eclectic magic . . . . . . . . . . . . . . . . . . . . . . . . . 8Eldritch attacks . . . . . . . . . . . . . . . . . . . . . 10, 19Electrical energy . . . . . . . . . . . . . . . . . . . . . . . 20Emotion control . . . . . . . . . . . . . . . . . . . . . 19, 26Empathy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Enchanted eye. . . . . . . . . . . . . . . . . . . . . . . . . 20Energy bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Energy control . . . . . . . . . . . . . . . . . . . . . . . . . 20Energy transformation . . . . . . . . . . . . . . . . . . . 29Enhancement . . . . . . . . . . . . . . . . . . . . . 4, 29, 30Entreating . . . . . . . . . . . . . . . . . . . . . . . 10, 32-34Environmental independence . . . . . . . . . . . . . . 21Ethereal form . . . . . . . . . . . . . . . . . . . . . . . . . . 16Evil, sensing. . . . . . . . . . . . . . . . . . . . . . . . . . . 27Extra-dimensional beings. . . . . . . . . . . . . . . . . 32Faerie magic . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21,26Fields, sensing . . . . . . . . . . . . . . . . . . . . . . . . 27Fire bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Fire control . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Fire transformation . . . . . . . . . . . . . . . . . . . . . 29Flaw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Flight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Foretelling . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Forgetfulness . . . . . . . . . . . . . . . . . . . . . . . 21,26Friends . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Gas transformation . . . . . . . . . . . . . . . . . . . . . 29

Gemstones . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Glamor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Gramarye. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Gravity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Gray magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Great shield . . . . . . . . . . . . . . . . . . . . . . . . . . . 27Group spells. . . . . . . . . . . . . . . . . . . . . 10, 32, 34Growing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Heat transformation . . . . . . . . . . . . . . . . . . . . 29Hobbies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Homes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Ice transformation . . . . . . . . . . . . . . . . . . . . . . 29Identity, sensing . . . . . . . . . . . . . . . . . . . . . . . 27Illusion . . . . . . . . . . . . . . . . . . . . . . . . . 22, 23, 26Image projection . . . . . . . . . . . . . . . . . . . . . . . 23Immovability . . . . . . . . . . . . . . . . . . . . . . . . . 23Impact bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Improvement fund . . . . . . . . . . . . . . . . . . . . . . 37Individual shield . . . . . . . . . . . . . . . . . . . . . . . 27Invisibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Jewelry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Jobs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Karma . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37Learning . . . . . . . . . . . . . . . . . . . . . . . . . . 23, 37Levitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Light bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Link . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17, 23Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Magic for order . . . . . . . . . . . . . . . . . . . . . . . . . 8Magic schools . . . . . . . . . . . . . . . . . . . . . . . . . . 7Magical energy . . . . . . . . . . . . . . . . . . . . 3, 7, 32Magical items . . . . . . . . . . . . . . . . . . . . . . . . 3-6Magical limits . . . . . . . . . . . . . . . . . . . . . . . . . 31Magical training . . . . . . . . . . . . . . . . . . . . . . . . 4Magnetism . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Manipulation . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Martial Arts . . . . . . . . . . . . . . . . . . . . . . . . . . 11Masters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Matter rearrangement . . . . . . . . . . . . . . . . . . . 24Mental barrier . . . . . . . . . . . . . . . . . . . . . . . . . 24Mental control . . . . . . . . . . . . . . . . . . . 24, 26, 28Mental probe . . . . . . . . . . . . . . . . . . . . . . 24, 28Mesmerism . . . . . . . . . . . . . . . . . . . . . 24, 26, 28Mesmermechanism . . . . . . . . . . . . . . . . . . . . . 24Metabolism . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Mounts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Multiple shield . . . . . . . . . . . . . . . . . . . . . . . . . 28Mystical detection, sensing . . . . . . . . . . . . . . . 27Names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Nationality . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Nature control . . . . . . . . . . . . . . . . . . . . . . . . . 24Nature magic . . . . . . . . . . . . . . . . . . . . . . . . . . 8Net . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Neutral magic . . . . . . . . . . . . . . . . . . . . . . . . . . 7Obscuring vapors . . . . . . . . . . . . . . . . . . . . . . 29Occultism . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Paralyze . . . . . . . . . . . . . . . . . . . . . . . . . . 25, 26Passing spells . . . . . . . . . . . . . . . . . . . . . . . . . 10Personal energy . . . . . . . . . . . . . . 3, 7, 9, 32, 34Pets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Pishogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Plant control . . . . . . . . . . . . . . . . . . . . . . . . . . 25Pocket dimension . . . . . . . . . . . . . . . . . . . . . . 18Popularity . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37Post-cognition . . . . . . . . . . . . . . . . . . . . . . . . 26Power block. . . . . . . . . . . . . . . . . . . . . . . . . . . 26Power duplication . . . . . . . . . . . . . . . . . . . . . . 26Protected senses . . . . . . . . . . . . . . . . . . . . . . . 26Reduced spell effects . . . . . . . . . . . . . . . . . . . 34Reflective aura . . . . . . . . . . . . . . . . . . . . . . . . 26Resist death, vapors . . . . . . . . . . . . . . . . . . . . 30Resistance aura . . . . . . . . . . . . . . . . . . . . . . . . 26Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Revival . . . . . . . . . . . . . . . . . . . . . . . . . . . 25, 26Runes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Scholar of antiquities . . . . . . . . . . . . . . . . . . . 11Schools of magic . . . . . . . . . . . . . . . . . . . . . . . 7Scientific magic . . . . . . . . . . . . . . . . . . . . . . . . 8Scrying spells . . . . . . . . . . . . . . . . . . . . . . . . . 10Secret Identities . . . . . . . . . . . . . . . . . . . . . . . 12

Selecting spells . . . . . . . . . . . . . . . . . . . . . . . . . 8Sensing . . . . . . . . . . . . . . . . . . . . . . . . 10, 26, 27Servant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27Shape-shifting . . . . . . . . . . . . . . . . . . . . . . . . 27Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27Shrinking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Sleep vapors . . . . . . . . . . . . . . . . . . . . . . . . . . 29Solar energy . . . . . . . . . . . . . . . . . . . . . . . . . . 21Sonic bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Sonic control . . . . . . . . . . . . . . . . . . . . . . . . . . 21Sound transformation . . . . . . . . . . . . . . . . . . . 29Spell lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Spell ranks . . . . . . . . . . . . . . . . . . . . . . . 8, 31, 37Spells, balancing . . . . . . . . . . . . . . . . . . . . . . . 11Spells, number available . . . . . . . . . . . . . . . . . . 7Stamina . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Static field . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Studying . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Talents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Telekinesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Telepathy . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Teleportation . . . . . . . . . . . . . . . . . . . . . . . . . . 28Thaumaturgy . . . . . . . . . . . . . . . . . . . . . . . . . . 10Theoginy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Timing spell effects . . . . . . . . . . . . . . . . . . . . . 34Tongues. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Trance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Transformation. . . . . . . . . . . . . . . . . . . . . . . . . 28Trap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Universal energy. . . . . . . . . . . . . . 3, 7, 10, 32, 34Vapors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Voodoo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Water control . . . . . . . . . . . . . . . . . . . . . . . . . 25Water transformation . . . . . . . . . . . . . . . . . . . . 29Wave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Weather control . . . . . . . . . . . . . . . . . . . . . . . . 25White magic . . . . . . . . . . . . . . . . . . . . . . . . . . 7Witchery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Zoology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Tables

0.1 Magical Limits . . . . . . . . . . . . . . . . . . . 210.2 Casting Shifts . . . . . . . . . . . . . . . . . . . . 211.0 General Character Types. . . . . . . . . . . . . 43.0 Number of Magical Items . . . . . . . . . . . . 53.1 Magical Item Categories . . . . . . . . . . . . . 53.2 Weapons . . . . . . . . . . . . . . . . . . . . . . . . 53.22 Weapons Damage Chart . . . . . . . . . . . . 53.3 Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . 53.4 Gemstones . . . . . . . . . . . . . . . . . . . . . . . 53.5 Jewelry I . . . . . . . . . . . . . . . . . . . . . . . . . 53.6 JeweIry II . . . . . . . . . . . . . . . . . . . . . . . . 53.7 Miscellaneous . . . . . . . . . . . . . . . . . . . . 53.8 Creatures . . . . . . . . . . . . . . . . . . . . . . . 63.9 Item Conditions . . . . . . . . . . . . . . . . . . 64.0 Magic Wielder Energy Use . . . . . . . . . . . 75.0 Number of Magic Wielder Spells. . . . . . . 75.0 School Determination . . . . . . . . . . . . . . 76.0 Spell Ranks . . . . . . . . . . . . . . . . . . . . . . 86.1 Personal Energy Spell List . . . . . . . . . . . 96.2 Universal Energy Spell List . . . . . . . . . . 106.3 Dimensional Energy Spell List . . . . . . . . 106.4 Confusion Results. . . . . . . . . . . . . . . . . 176.5 Magical Flight Speed . . . . . . . . . . . . . . 216.6 Magical Size Changes . . . . . . . . . . . . . 227.0 Talents Available . . . . . . . . . . . . . . . . . 117.1 Magic Wielder Talents . . . . . . . . . . . . . 119.1 Resource Ranks . . . . . . . . . . . . . . . . . 139.2 Starting Resource Cache . . . . . . . . . . . 13Housing Costs Chart . . . . . . . . . . . . . . . . . . . . 13Magical Enhancements Table. . . . . . . . . . . . . . 30Special Enhancement Conditions. . . . . . . . . . . 30 Universal/Magic Effects Table . . . . . . . . . . . . . 36

2

Page 3: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

INTRODUCTIONThe Campaign Book of the MARVELSUPER HEROES Role Playing Gamecontains an abbreviated section on magicfor those Judges and referees who like to“dabble” with magical characters in theircampaign. Many Judges and players wantmore, much more, on Marvel magic: howto use it, how to properly generate amagical character, and completeinformation on how it fits into a gamecampaign. Fulfilling these desires is thepurpose of the REALMS OF MAGIC.

These Marvel Accessory booklets aredesigned for use with the MARVEL SUPERHEROES Role Playing Game. You need thegame in order to play.

Magic in the Marvel Universe is ever-changing. The extent of a character’smagic use differs greatly from tale to taleand from author to author. While thereexists a pattern and definition for mutants,Inhumans, and so forth in the MarvelUniverse, there is very little about magicthat is “carved in stone”. Indeed, as timegoes by, we discover more and more aboutthe magical creatures that inhabit thevarious dimensions surrounding Earth.

What we have compiled for you in thesebooklets is what an Earth observer in theMarvel Universe might be able to gather,given time, study and hard work. It includesinformation that is as current and completeas we can gather, given the mysteries thatoften cover Marvel Universe magic.

This first booklet, the Manual of Magic,contains detailed information on how themagic in the Marvel Universe works in theMARVEL SUPER HEROES Role PlayingGame. It also includes a new charactergeneration system for magical characters,definitions of magical spells, rules on usingmagic in combat, and a newly designedcharacter sheet that can be photocopiedfor the players’ convenience.

The second booklet, the Miscellany ofMysticism, covers numerous mysticaldimensions and magical artifacts that arepart of the Marvel Universe. This bookletcan be used to expand the magicinvolvement of a campaign from the basicsestablished in the first booklet.

The third booklet, the Codex ofCharacters and Creatures, fully describesmany of the most important magic-wieldingcharacters and monsters that inhabit theMarvel Universe.

So tarry no longer, thou who art desirousto learn the true secrets of the ancient arts.

Onward, boldly, into MARVEL SUPERHEROES’ REALMS OF MAGIC.

TERMSThere are a few terms that are either new orredefined for magic use.

Artifact. A magical or technological itemof great power, antiquity, or fame. Artifactsare usually one-of-a-kind items.

Caster. Someone in the act of using aspell. This word is used to distinguish aperson using a spell from a person or thingthat is the target of a spell.

Column Shift. Some spells ormodifications are in the form of a ColumnShift, that is, shifting the column of theUniversal Table on which a character’snatural ability, spell, etc., normallyfunctions, to the left or right on theUniversal Table. This is usually referred toas a positive or negative number, followedby CS: + 1 CS (shift the normal column oneto the right), -2 CS (shift the normal columntwice to the left), and so on.

Magically Enhanced. A characterwhose abilities have been permanentlyaffected by magic—a type of AlteredHuman.

Magical Item. An item created by magicor any item that functions by magic.

Magic-Wielder. A character able to usespells. Such characters may also be calledmagicians, sorcerers, wizards, enchanters,etc.

Spells. The spells of a magical characterare just like the powers of another hero,except that they are derived from magical

sources. These are also calledenchantments, incantations, etc.

MAGICAL ENERGIESWhat energies a magic-wielder draws uponis decided at the outset of the character’screation. Magical energy can be drawnfrom three different sources: personal,universal, and dimensional. Each source ofenergy yields a slightly different form ofmagic, although it is easy to achieve thesame result using different sources. Mostmagic-wielding characters have more thanone source that they have learned to tapinto. Learning the differences betweenthese energies is the key to being anefficient magic-wielder.

Personal Energies are derived from thepersonal energy of the character’s soul/mind/body. This energy fuels any power orspell that affects the caster himself or awilling subject; trances, astral form,thought projections, physical alterations,and so forth can all use personal energy.

Universal Energies are gained bytapping this universe’s ambient magicalenergy and channeling it for special effects.It is used for spells and powers affectingthe world outside the sorcerer.Teleportations, attacks, illusions, and soon, tap the energy fields of the universe,using the magician as a focus.

Dimensional Energies are used bytapping beings or objects of powerdwelling in mystical dimensions, tangentialto our own. This form of energy is the leastwearing upon the user. The sorcerer mayonly use these energies for powerful spells,groups of spells, or to ask for things thatthe being or aspect called upon wouldand/or could provide. The dimensionalenergies are usually gained by therecitation of spells, either ritualized onesfound in various mystical texts or byoriginal spells invoking extra-dimensionalassistance. If calling upon anextradimensional being it is important toremember that the magic-wielder makeshimself known to the being he is calling,and often to other magic-wielding beingspowerful enough to monitor the use ofdimensional energy.

3

Page 4: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

CHARACTERGENERATIONTo understand a character in the MarvelUniverse one must look at the three generalareas that define a character’s magicalabilities and personality: how magic shapesa character’s life, the character’s suitabilityas a magic user, and what energies hedraws upon to use his magic.

There are three different generalizedtypes of magical characters: those whohave been magically enhanced, those whohave a magical item or items, and thosewho are magic wielders. Needless to say,some characters can fit into more than onecategory, but it is how they primarily usemagic that is important. Doctor Strangehas his magical cloak and amulet, but it ishis abilities as a magic wielder that are thebasis of his career.

Magically Enhanced characters are thosewho have touched some magical item orbeen influenced by some mighty magicalbeing or spell in the past and now haveabilities and/or powers that arepermanently enhanced. Increased Strengthand Endurance, improved eyesight ormovement, are all typical examples ofmagically enhanced abilities andcharacteristics. Absorbing Man is anexcellent example of a character who hasbeen “enhanced” by magical spells.

Magical Items possessed by characterscreate another kind of hero. The source ofmagical items is usually a powerful magicalbeing or god who grants the item to thecharacter, or the item is found in a ruin, ‘in anancient temple, hidden away by its previoususer, etc. The Black Knight is an example ofa character whose power is primarilyshaped by a magical item, in his case it is hismagical weapon, the Ebony Sword, given tohim by the image of his centuries oldancestor, the original Black Knight. Othercharacters who would fit into this categoryare Moon Knight and Tigra. Note that manyof the characters who have magical itemsalso have developed their natural abilities,such as Fighting, acrobatics, and the like.

Magic Wielders are the most complicatedclassification, as we will later see. These arecharacters who wield magic themselves. Itsometimes manifests itself as an innatepower, but usually is used by means ofspells and incantations. Doctor Strange,Baron Mordo, Brother Voodoo, and Shamanall fit into this category. The character’ssuitability as a magic user depends primarily

on what type of magical character he is.Suitability requirements for characters whohave stumbled upon a magical item or havebeen enhanced magically usually consists ofdumb luck, and sometimes a stout heart,pure nature, etc. Suitability requirements formagic wielders are far more stringent andthis section is primarily for these characters.

A hero who is a magic wielder must havea Psyche of Good or higher. The reason forthis is that Psyche is so often used in aFEAT roll to resist a magical spell that amagic wielder of Typical Psyche just wouldnot last that long.

A magic wielder has usually had trainingin the past, such as Doctor Strangereceived from the Ancient One. Most (95%)magic wielders have had to undergointense training. The other 5% (a percentileroll of 96-00) have an innate ability to usemagic, like Talisman, but must immediatelyfind a master to help teach them how tocontrol and use their powers.

The only way for a magic wielder toincrease his abilities is to study long andhard under a master who understands themysterious ways of magic and is of thesame school of magic (this will all beexplained later on). “Studying” not onlyincludes gaining experience through theactual use of magic “in the field” to combatvillains, but also spending free time pouringover ancient tomes, practicing spells, etc.A magic wielder’s life is not an easy one.When other characters are out scoringKarma points through a social life, makingpersonal appearances, etc., a magicwielding apprentice must spend manyisolated hours a day at study and practice,just to maintain what he has learned.

Creating a Character

To begin, either the player or Judge hasdetermined that the character will bemagical by either freely choosing that typeof hero, or by using the MARVEL SUPERHEROES Game character generationsystem, whichever method the Judge isusing in his campaign. Before Step 1below, roll the character’s ability ranks,determine his beginning Health, Karma,and Popularity as you normally would. Thenext step is to determine what kind ofmagic related character is being created.

STEP 1. Character Type

Roll percentile dice and use Table 1.0 todetermine the type of magical character.

Each type is further defined by anotherStep, referred to in Table 1.0.

Table 1.0: General Character Type

Dice Go To Roll Character Step01-10 Magically Enhanced #211-35 Possesses Magical

Item(s) #336-00 Magic Wielder #4

STEP 2. Magically EnhancedCharacter

This type of character derives his powerfrom a permanent magical spell or effectplaced on him by a powerful magical beingor enchantment. This type of character is anAltered Human. To determine the characterspowers, use either the character generationsystem in the Campaign Book or the Enhance-ment spell in the Magical Spell Definitionsection. The origin of the character and hispowers is up to the Judge and the player.

If the system in the Campaign Book isused to create the character, use thedefinitions of powers found there, ratherthan the spell definitions in this book.

STEP 3. CharactersPossessing Magic Item(s)

This type of character derives his powerfrom a magical item or items (Judge’sdiscretion as to origin). Roll percentile diceon Table 3.0 for the number of items, thenagain on the following tables until all of theitems have been determined.

Once the types of the items are known,go to Table 3.9 to find if there is a catch ordrawback to any of them. Each item hasonly one power to begin with (a Judge maydecide that more than one power is in theitem, but that all except one are latentpowers that require some time before thecharacter knows of or can control them).

Once the drawbacks (if any) of the itemsare known, go to Step 5 to determine the“school” that all of the powers belong to(treat all of the items as one for thispurpose). Then go to Step 6 to determinewhat exact power the item is capable ofperforming or granting to its user. Treat thepowers as using either personal or universalenergies, whichever the player prefers.

If, after the powers of the items areknown, the Judge believes that the item oritems are too powerful and could possibly

4

Page 5: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

upset the game balance, he should eitherreduce their power or return to this sectionand roll on Table 3.9 to create drawbacksfor using them. When the items arecompletely determined, go to Step 7.

Table 3.0: Number of Magical Items

DiceRoll Number01-10 1 item (Character should also

have one ability of the player’schoice increased by 2 ranks)*. Rollon Table 3.1 for each item.

11-50 2 items (Character should alsohave one ability of the player’schoice increased by 1 rank).* Rollon Table 3.1 for each item.

51-90 3 items. Roll on Table 3.1 for eachitem.

91-00 4 items. Roll on Table 3.1 for eachitem.

*Abilities cannot be increased aboveAmazing rank.

Table 3.1: Magical Item Categories

Dice Roll Item Type Go to Table01-25 Weapon 3.226-35 Armor 3.336-45 Gemstone 3.446-60 Jewelry I 3.561-75 Jewelry II 3.676-95 Miscellaneous 3.796-00 Creatures 3.8

Table 3.2: Weapons

Dice WeaponRoll01-25 Sword26-30 Two-Handed Sword31-40 Dagger41-50 Battle Axe51-60 War Hammer61-70 Mace71-80 Bow81-90 Spear91-95 Unusual weapon (Judge’s choice)96-00 Weapon of player’s choice

Note: The player should also note on hischaracter sheet the weapon note belowthat is applicable to him.

Table 3.22: Weapons Damage Chart

Weapon Range Damage NotesSword 0 10 pts/or blade longer

as thrown than 12 in. 2-Hand* 0 20 pts blade longerSword than 36 in.Dagger 0 or T 4 pts/or as blade shorter

thrown than 12 in.Battle 0 15 pts two-handedAxe weapon

War 0 Strength two-handedHammer +2 CS weapon*

Mace 0 Strength shift right 1+1 CS column when

attackingBow 5 6 pts two hands

needed to fireSpear 0 or T 10 pts/or blade with a

as thrown handle over 1ft. long

Thrown T Material or blunt, thrownItem Strength weapons

rank number do notwhichever kill-theyis lower stun instead

*These two-handed weapons cannot beused effectively by a character unless bothhands are on the weapon. However, if thecharacter’s Strength is at least Remarkable,he can wield it with one hand onlyT Thrown weapons have a range equal tothe number of ranks that the thrower’sStrength is above Typical, plus one.

Table 3.3: Armor

Dice ArmorRoll Type

01-20 Full Medieval Plate1

21-40 Full Chain Mail141-50 Chest Plate2

51-60 Shield3

61-70 Helmet4

71-80 Full Leather Armor1

81-90 Unusual or exotic armor (Judge’sdiscretion)

91-00 Armor of player’s choice

1 Covers the wearer’s entire body2 Covers the wearer’s torso and back only3 Protects against frontal attack only. If ashield is used in combination with a chestplate or any type of full armor, the shieldraises the protection of the other armor byone rank. If used alone or with a helmetonly, use the shield’s armor rank.4 Covers the wearer’s head only

Table 3.4: Gemstone (large as a fist)

Dice Roll Type

01-10 Diamond11-20 Ruby21-30 Pearl31-40 Emerald41-50 Sapphire51-60 Opal61-70 Amethyst71-80 Topaz

81-90 Aquamarine91-95 Judge’s Choice95-00 Player’s Choice

Table 3.5: Jewelry I

Dice Roll Type

01-10 Headband11-20 Bracelet21-30 Medallion31-40 Scarab41-50 Pendant51-60 Arm Band61-70 Necklace/Collar71-80 Earring(s)81-90 Belt91-95 Judge’s Choice96-00 Player’s Choice

Table 3.6: Jewelry II

Dice Roll Type

01-35 Ring36-55 Amulet56-65 Scepter66-70 Charm (Judge’s discretion)71-85 Orb86-90 Crown91-95 An exotic or unique piece of

jewelry selected by Judge96-00 An exotic or unique piece of

jewelry selected by Player

Table 3.7: Miscellaneous

Dice Roll Item01-10 Wand11-20 Rod21-25 Staff26-35 Cloak36-40 Rug (flying)*41-45 Mask46-55 Bag, Pouch, Box, etc.55-60 Horn or other musical

instrument61-65 Cube, Pyramid, or other

polyhedron 66-70 Sculpture (Judge’s discretion)71-75 Boots76-80 Brazier81-85 Robe86-90 Rope, Chain, etc.91-95 Unusual Item (Judge’s choice)96-00 Unusual Item (Player’s choice)

*Judge’s discretion on capacity and flyingspeed

5

Page 6: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

Table 3.8: Creatures

Dice Roll Type

01-20 Pet21-60 Mount61-00 Familiar

Pet indicates a normal-looking animal thatis completely obedient to the character.The animal has some magical link to thecharacter, such as, it can magicallycommunicate with the character, the herocan see through the animal’s eyes when hewishes, the hero can switch bodies with thepet when he wishes, and so on (Judge’sdiscretion). If the pet is ever destroyed, theplayer character may be able to find andtrain a new one (Judge’s discretion). Thesize and type of animal is completely up tothe Judge and player.

Mount indicates a large animal such as ahorse, giant bird, large cat, etc., that the

hero can ride. The mount usually has atleast one powerful magical ability or powerof its own, such as, flying, phasing throughsolid objects, body armor, etc. (Judge’sdiscretion). Valkyrie’s winged horse,Aragorn, is an example of a magical mount.

Familiar indicates a being that is verypowerful magically and actively assists thehero. Two powers should be rolledrandomly or selected by the Judge from thepersonal and universal energy lists for thisfamiliar. In addition, the familiar is intelligent(Reason and Psyche at least Typical) andcan communicate with its owner (the kindof communication is left to the Judge’sdiscretion). The form of the familiar caneither be that of a normal animal (usually acat) or an unusual type, such as a smalldragon or other mythical creature. Thefamiliar’s form is at the player’s discretion.

Table 3.9: Item Conditions

Dice Roll Condition

01-50 There are no conditions to theitem (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 sight61-63 vs. one type of magical energy

(personal, universal, dimen-sional)*

64-66 unless used in the light67-70 on a condition set by the Judge*

The item will not work unless itconsumes or destroys:

71-73 an evil magical monster (once ayear)

74-76 at least 10 resource points ofprecious metal or jewels (onceevery two weeks)

77-80 a huge energy charge of someform (once a week)*

81-82 a roomful of light or darkness(once a day)

84-86 a condition and usage ratedefined by the Judge*

87-89 The item has a hatred for aspecific type of creature or thingand takes over the hero when itis close to it, forcing him toattack. Possibilities includedemons, evil mutants, etc.*

90-92 The item doubles its effective-ness under certain conditions.The doubling effect could bedamage caused, twice therange, twice the duration, etc.*The conditions could include acertain level of karma points thatmust be obtained by the hero, ifthe item is used during certaintimes of the day, and so forth*

93-97 The item has an additionalknown power that manifestsitself under certain conditions.Roll or select the new power asnormal, then assign a condition*

98-00 The item grants the userknowledge of 3 powers from thelist of universal energy. Assign acondition to the item as a singleitem*.

*Judge’s discretion

6

Page 7: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

STEP 4. Magic WieldingCharacters

This type of magical character derives hispowers from spells using personal,universal, or dimensional energy (see theMAGICAL ENERGIES section for thedetails on these three types of energy). Notall magic wielders are alike. Roll on Tables4.0 below to determine the nature of theenergies this character wields.

After determining what types of energyare available for the character to tap into, rollon Table 4.1 to determine how many spellsthe magic wielding character has. Then goto Step 5 to find out what 11 school” ofmagic the character follows. When finished,go to Step 6 for the specific spells in thecategories that have been established. Afterall of the magic wielder’s spells have beencompletely defined, go to Step 7.

Table 4.0: Magic Wielder Energy Use

Dice Types of Energies the CharacterRoll Can Tap Into and Utilize

01-15 Personal Energy Only16-50 Personal and Universal Energies

Only51-00 All Energies

Personal Energy Only means that thecharacter can only have spells listed onTable 6.1: Personal Energy in Step 6. Thesespells can only be utilized by the characterusing his own, personal energy. Roll onTable 4.1, then go to Step 5.

Personal and Universal Energies Onlymeans that the character can use spells fromboth Tables 6.11: Personal Energies andTable 6.2: Universal Energies, in Stop 6. Thecharacter’s spells will only be able to beutilized by tapping into either his personalenergy or the energy of the universe aroundhim. Roll on Table Step 4.1, then go to Step 5.

All Energies indicates that the characteris able to use all of the spell tables in Step6 to determine his spells. Roll on Table 4. 1,then go to Step 5.

Table 4.1: Number of Magic WielderSpells

Dice Number of SpellsRoll Character Wields

01-05 206-50 351-85 486-97 598-00 6

STEP 5. Magic Schools

Most mystics, magicians and sorcerers inthe Marvel Universe follow a specificschool of magic. Magic schools are dividedinto three general types: magic for theestablishment of order in the dimensions(usually referred to as “white” or “good”magic); magic for the breakdown of orderthat results in chaos in the dimensions(usually referred to as “chaotic”, “evil”, or“black” magic; magic that neither strivesfor chaos or for order, but remains neutralin its existence (usually referred to as“neutral” or “gray” magic).

Each magic school is more complicatedthan the definitions above. Each schoolincludes concepts of nature and thecharacter’s place in it, guidelines on whatentities to entreat if dimensional magic isbeing used, and goals to strive for.Furthermore, despite the general tendencyof each school (“white”, “gray”, black”)each school contains sorcerers who violatethe principles of the school, much as BaronMordo violated the teachings of the AncientOne by using evil magic. Such renegademagic wielders usually become outcastsfrom their original schools, but a wisesorcerer should always beware of them.

The major schools of magic are listedbelow. Unlike the other Steps, randomselection is not involved; the Judge shouldallow each player to choose his school ofmagic. The Judge should not interfere in aplayer’s choice unless he believes that thechosen school of magic has no place in hiscampaign. A random system for schoolchoice is included only for those playerswho have no preference in schools. A playershould not be forced to play a character witha school that is not interesting to the player.

A better feel for the different schools ofmagic, and of magic overall, can be obtainedfrom reading the Miscellany of Mysticism.

Most schools have strengths andvulnerabilities listed in their briefdescriptions. These are guidelines for theJudge to determine when a character’smagic may receive bonuses (+1 CS, extraPsyche FEAT roll, etc.) or penalties (-1 CS,no Psyche FEAT roll, etc.)

Table 5.0: School Determination

DiceRoll School

01-10 Magic for Chaos (NPC only)11-20 Druidic magic

21-30 Voodoo magic31-40 Faerie magic41-50 Atlantean magic51-60 Scientific magic61-70 Specific Realm/Pantheon magic71-80 “Nature” magic81-90 Magic for Order91-00 Eclectic magic

Magic for Chaos. This is a forbidden ordangerous type of magical school whose goalis to promote chaos, which will lead to an eviltyranny. One of the primary subschools of“chaotic” magic is one that follows thelittle-known archaic rituals and beliefs basedon the existence of the Elder Gods. This typeof magic is much more powerful in certainsettings (such as ancient temples to theunknown gods) and with the use of “chaotic”magic artifacts. The vulnerability of “chaotic”magic is that it tends to attract “white” magicwielders or creatures who wish to negate it.

Druidic Magic. This school practicesCeltic earth magic, drawing strength fromthe powers of nature. It is particularlypowerful in natural Earth settings, but has aspecial vulnerability to iron or steel. It is aneutral” magic school.

Voodoo Magic. This is a school derivedfrom the Loa, the spirit-gods of voodoo, afaith originated and practiced in Haiti. Thecharacter is most likely a houngan, orvoodoo priest. Voodoo magic is particularlyeffective in its homeland and in locations ofthe dead. It has no special vulnerabilitiesand is considered a “white” magic, but canbe perverted into a chaotic magic.

Faerie Magic. This school is based onthe practices of the faerie, an ancient raceof beings with supernatural powers whooriginated in an extradimensional worldthat borders upon Britain and Ireland onEarth. This magic school is similar to theDruidic school, except that a character inthis school most likely possesses faerieblood. This makes him extremely powerfulwhen wielding an ancient faerie artifact orin Britain or Ireland, but extremelyvulnerable to iron or steel.

Atlantean Magic. This school wasestablished eons ago in the ancient Earthcivilization of Atlantis. Little is known aboutthe school, except that Dakimh theEnchanter, last disciple of the Atlanteansorceress Zhered-Na, practices it and isnow the mentor of Jennifer Kale. Atlanteanmagic seems to be a “white” magic, thatwhich draws upon the powers of order.Therefore, it can be very powerful if used inconjunction with “white” magical artifacts

7

Page 8: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

or against chaotic magic. Vulnerabilitywould exist in the fact that chaotic magicalcreatures would be constantly trying to findand neutralize a wielder of “white” magic.

Scientific Magic. This is a school thathas no particular philosophy or ethicalbackground. Magic is regarded not as away of life, but rather as a tactic used toattain one’s goal. Followers of this schoolare seldom spellcasters themselves, butrather combine elements of magic withobscure or highly advanced forms ofscience to create effects that seemmagical. In this school, the distinctionbetween science and magic is never clear;either or both could be used to produce asingle effect. Alchemy is the best exampleof a semi-magical science. The character,such as Diablo, would be an alchemist, thatis, he brings about his effects through theuse of potions, powders, and pills hehimself creates (sometimes throughmaterials or energy tapped fromdimensional or universal sources). Ascientific sorcerer is somewhat vulnerable(his items and creations can be destroyedor stolen, robbing him of power; or hecould run out of items whereas spells areusually always available). However, ascientific spellcaster is somewhat lessrestricted in what he can accomplish (addthree more spells, 2 of Personal energy and1 of Universal energy to his capabilities, inartificial forms, of course).

The time required to gather materials andcreate new items, powders, potions, ortablets are left to the Judge and depend onthe spell, how strong it is and what itseffects are. It is suggested that times witheffects of Remarkable rank or less can becreated at the rate of 2 per day, while itemsup to Amazing rank can be produced at therate of 1 per day. The creation of items withgreater effect, or the creation of anypermanent item requires the equivalent of aceremony and must be handled by theJudge.

A scientific magic wielder begins hiscareer with access to his master’slaboratory, which is stocked with equipmentwhose cost in resource points equals atleast 20 times the master’s Psyche ranknumber. The magic wielder can use hismaster’s lab as long as the master agrees.If the student wishes to set up his own lab,he only needs to spend 10 times hisPsyche rank number in resource points forequipment (the master makes up thedifference). The Judge should use theguidelines on ceremonies and ceremonial

areas to handle the creation of items inlaboratories.

A scientific magic wielder automaticallyreceives one scientific talent of his choice(such as engineering, biology, genetics,physics, etc.) in addition to any othertalents he may normally receive. Theautomatic talent received by alchemists ispharmacy (the mixture and preparation ofmedicines).

Scientific magic is a “neutral” school,and no special bonuses or vulnerabilitiesapply to it.

Special Realm or Pantheon. This is aschool usually reserved for non-playercharacters, but can be the basis for aplayer character if carefully defined by aJudge. The magical teachings and spellscome from the history of a Special Realmor Pantheon of the Marvel Universe (suchas Asgard or Olympus). Bonuses for thistype of magic would come with the use ofitems or spells developed by this pantheonor realm, and when at certain locations(Greece for the Olympian pantheon, etc.)Penalties would exist as items or locationsthat exist to destroy the specific pantheonor realm (an Asgardian character casting aspell while in the hostile realm ofMuspelheim would have a - 1 CS penalty.

“Nature” Magic. This important schoolof magic is sometimes splintered off intomore specialized and defined schools,such as the Druidic and Faerie schools. Thebelief surrounding all nature schools is thatall of nature is sacred and is boundtogether as one. Therefore it is magic giventowards order, though some of its splinterschools tend towards neutral magic in abelief that nature should be balancedbetween order and chaos.

The bonuses that accompany a natureschool are in the form of greater effectupon and communication with nature,especially animals. Most spells rolled forthis school would be similar to those usedby Shaman (see Book 3): controllingelements, animal control, and so forth. Thepenalties include drawing the attention ofchaotic creatures and characters whodesire to destroy nature and the Earth.

Magic for Order. This is the school towhich Earth’s former Sorcerer Supreme,the Ancient One, and Earth’s currentSorcerer Supreme, Doctor Strange, belong.It is the most powerful “white” school ofmagic, striving for order and good bypracticing an ascetic, disciplined approachthat has its foundations deeply rooted inOriental philosophy and magic. It is cur-

rently the strongest form of magic on Earth.The bonuses attached to this type ofschool are the various magical charactersthat Doctor Strange has managed to allywith over the years and the vast knowledgethat Doctor Strange, and others of thesame bent, can teach a good pupil. Thepenalties include Doctor Strange’senemies, who are numerous and powerful.

Eclectic Magic. This is an unorganizedschool of magic, that is, it follows no oneschool of philosophy but is a hodge-podgeof “get-as-get-can” magic. It is consideredneutral magic. Many of those who “dabble”in magic, and are not up to the level of aMarvel super hero, usually wind up with thistype of magic. A spell learned here, anenchantment discovered there, makes upthe whole of their philosophy. The bonuswith this is that there is very little to bind thecharacter (enemies, rituals, obligations,etc.), the penalty with this type of magic isthat there is no one to learn from in acomplete and comprehensive manner; thusadvancement can be very slow.

STEP 6. Magical Spell Ranksand Definitions

Spell Ranks.

After a character knows how many spellshe has, he needs to know their spell rank.The spell rank for each is rolled separatelyon Table 6.0. Sometimes this rank will notmatter, but usually the spell’s effectiveness,range, duration, etc. depends on it. This isthe maximum “strength” at which thischaracter can use this spell when he beginsthe campaign. (For more on magical spellusage see the HOW SPELLS ARE CASTand MAGIC USE AND COMBAT sections.)

Table 6.0: Spell Ranks

Dice Roll Rank Rank Number

01-15 GOOD 1016-45 EXCELLENT 2046-70 REMARKABLE 3071-90 INCREDIBLE 4091-00 AMAZING 50

Spell Selection Methods.

The selection of the appropriate spells canbe done in one of three methods:randomization, selection, or a combinationof both. The Judge decides what methodto use in his campaign but the same

8

Page 9: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

method should be used for all playercharacters and NPCs.

The player decides how many of hisstarting spells he will take from each of thelists available to him; however, he mustchoose at least one from each listing, ifpossible. (For example, if a player hasrolled a character with four spells and hasrolled that the energies available arepersonal and universal only, he mustchoose at least one personal energy spelland at least one universal energy spell. Thetype of the other two spells are up to him,as long as they are either personal oruniversal.

If a character has more energy typesavailable than spells available at the start(for example, two spells at the start, but allthree energy types available, he mustchoose one personal and one universalenergy spell and wait to obtain dimensionalspells.

Randomization. Here, the player, Simplyrolls the dice and takes the spell thatmatches the roll on the appropriate spelllist. While this is one of the fastest methodsof character generation and can create aninteresting character, the spells sometimesdo not work well together, leaving thecharacter in a bind. This problem can besolved by taking the randomized characterand turning him into a combinationcharacter.

Selection. Here, the player simplychooses the spells he wants the characterto have. This can be a slow process,particularly if the player is not familiar withthe game. The Judge should be preparedto offer suggestions. The Judge has thefinal say on the spells the player chooses;the Judge can disallow any spell he doesnot want used.

Combination. These characters start outwith randomized spells, but are thenmodified by the player and Judge agreeingon certain changes. These modificationsusually involve substituting one spell foranother or adjusting the spell rank to makeit more appropriate for the character.

SPELL LISTS

Below are the listings of the spells availableto a beginning character. They are listed bythe energies required to use them. Somespells can be found in more than onelisting, while others can only be found inone.

The individual spells within a group spellare listed after Table 6.3.

A character who has one or more of theentreaty spells should read about thatentity in the Miscellany of Mysticism. Manydefinitions of incantations are includedthere.

Once all of the spells have beendetermined, go to Step 7.

Table 6.1: Personal Energy Spell List

Dice SpellRoll Title

01 Absorption*02-03 Admittance04-05 Alteration-Appearance

06-07 Alteration-Body Weapons08-09 Alteration-Bone10-11 Armor12-13 Apparition14-17 Astral Projection18-19 Chameleonic Coloring20 Damage Absorption*21 Damage Conversion*22-23 Density Control-Self24-25 Dual Persona26-27 Empathy28-29 Enchanted Eye30-31 Flaw32-35 Flight36-37 Foretelling38-39 Gramarye

9

Page 10: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

Die SpellRoll Title

40-41 Growing42-43 Heal44-47 Image Projection48-49 Immovability50-51 Invisibility52-53 Learning54-57 Levitation58-59 Luck60-61 Manipulation62-63 Mental Barrier64-65 Post-Cognition66-67 Protected Senses68-69 Reflective Aura70-71 Resistance Aura72-73 Sensing-Clairaudience74-75 Sensing-Clairvoyance76-77 Sensing Danger78-79 Servant80-81 Shape-Shifting, Limited82 Shape-Shifting, Unlimited*83-84 Shield-Great85-86 Shield-Individual87-88 Shrinking89-90 Telekinesis91-92 Telepathy93-94 Tongues95-96 Trance97-98 Transformation99-00 Vapors-Enhancement

* This spell counts as two spell selectionswhen taken from this list. (It can also befound on the Dimensional Energy List asone selection.)

Table 6.2: Universal Energy Spells List

Dice SpellRoll Title

01-02 Animation03-06 Bands07-08 Charm09-10 Confusion11-12 Conjure13-14 Curse15-16 Density Control-Others17-22 Eldritch Beams/Bolts23-24 Eldritch Blast25-26 Eldritch Breath27-28 Eldritch Crystals29-30 Eldritch Flames31-32 Emotion Control33-34 Energy Control35-36 Fear37-40 Forgetfulness41-42 Glamor43-44 Growing-Others45-46 Healing-Others47-50 Illusion

51-52 Invisibility-Others53-54 Matter Rearrangement55-57 Mental Control58-60 Mental Probe61-64 Mesmerism65-66 Mesmermechanism67-69 Nature Control70-71 Net72-74 Paralyze75-76 Plant Control77 Power Block*78-79 Revival80-81 Shield-Aura82-83 Shrinking-Others84-85 Static Field86 Teleportation*87-88 Trap89-92 Vapors-Obscurity93-96 Vapors-Sleep97-98 Vapors-Resist Death99-00 Wave

* This spell counts as two spell selectionswhen taken from this list. (It can also befound on the Dimensional Energy List asone selection.)

Table 6.3: Dimensional Energy SpellsList

Dice Spell TitleRoll

01-03 Absorption04-06 Cyttorak07-10 Damage Absorption11-14 Damage Conversion15-17 Denak18-21 Dimensional Aperture22-24 Disguise25-28 Eldritch Attacks29-31 Environmental Independence32-34 Faltine35-37 Hoggoth38-40 Ikonn41-43 Link44-46 Munnopor47-49 Oshtur50-53 Passing54-56 Pishogue57-59 Power Block60-62 Power Duplication63-65 Raggadorr66-69 Scrying70-72 Sensing73-75 Seraphim76-79 Shape Shifting—

Unlimited80-83 Shield-Multiple84-87 Teleportation88-90 Thaumaturgy91-93 Valtorr

94-96 Vishanti97-00 Witchery

Entreaty spells are in boldface type. Pleasesee the Miscellany of Mysticism for moredetails concerning the beings entreatied,and some of the more popular incantationsconcerning them.

Group spells are in italic type. Please seethe section following this table forinformation on group spells.

Group Spells

Each of the following spells is found in theDimensional Energy List. Each contains fivespells, most of which are also found underthe personal or universal energy lists. Formore information on the use of groupspells, please see the HOW SPELLS ARECAST section.

Disguise. This group of spells all help theuser to disguise himself. They includeAlteration-Appearance, ChameleonicColoring, Glamor, Growing, and Shrinking.

Eldritch Attacks. This group of spellsare all Eldritch attack spells. They includeEldritch Beams/Bolts, Eldritch Blast,Eldritch Breath, Eldritch Crystals, andEldritch Flames.

Passing. This group of spells all help theuser to pass through or around obstacles.They include Admittance, Alteration-Bone,Astral Projection, Density Control-Self, andTransformation.

Pishogue. This spell takes its name froma kind of magic used in Irish tales of magicand faeries. This group of spells has asimilar effect and includes Confusion, Fear,Forgetfulness, Mesmerism, and Paralyze.

Scrying. This group of spells all help theuser by gaining information. They includeEnchanted Eye, Foretelling, PostCognition,Sensing-Clairaudience, and Sensing-Clairvoyance.

Sensing. This group of spells also helpsthe user by gaining information, oftenwarning him of a threat to himself. Theyinclude Sensing-Danger, Sensing-Evil,Sensing-Fields, Sensing-identity, andSensing-Mystical Detection.

Thaumaturgy. This group of spellsallows the user various types of attacks,some that are more designed to capturethan harm. They include Bands, Curse,Net, Trap, and Wave.

Witchery. This group of spells all affectothers. They include Density Control-Others, Growing-Others, Healing-Others,Invisibility-Others, and Shrinking-Others.

10

Page 11: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

STEP 7. Determine theCharacter’s Talents.

If the character is a magically enhancedcharacter or derives his powers primarilyfrom magical items, use the procedure onpage 39 of the MARVEL SUPER HEROESCampaign Book to determine his talents.

If the character is a magic wielder, mostof his time has been spent training for hismagical profession. Roll percentile diceand consult Table 7.0: Talents Available forMagic Wielders to determine how manytalents the hero has.

Table 7.0: Talents Available for MagicWielders

Dice Roll No. of Talents01-35 136-70 271-00 3

To determine each talent, roll percentiledice and consult Table 7.1: Magic WielderTalents. There are no ranks for talents,although a successful Reason FEAT roll isusually required to use them. After thetalents are determined, look up theirexplanations below. Once all details of thetalents have been recorded on the player’scharacter sheet, proceed to Step 8.

Table 7.1: Magic Wielder Talents

Dice Roll Talent01-35 Normal talent36-40 Demonologist41-45 Martial Arts A46-50 Martial Arts B51-55 Martial Arts C56-60 Scholar of Antiquities61-65 Bibliophile66-70 Theoginist71-75 Occultist76-80 Runesmith81-85 Stamina86-90 Zoologist of Magic91-95 Chronicler of Magic96-00 New Talent devised by player

Explanation of Talents

Bibliophile. The character has an extensiveknowledge of magical books, scrolls, orother primarily informational items, and thelore concerning them. He has a +2 CS whenusing or researching these.

Chronicler of Magic. The character studiesmagical societies and their activities.

He has a +2 CS for researching and/orknowing who the adepts and masters are,what their relationship is with each otherand with any beings that they entreat, andfor any specific facts about most magicalcults. (The Judge may wish to modify thisbonus for characters or cults that havetaken the time and effort to keep theiridentities from being revealed.)

Demonologist. The character has studiedaccounts of demons in the Marvel Universeand he knows how dangerous and hostilethey are. The character receives a + 1 CS inany situation involving demons, includingresearch, communication, identification,and combat. (The Miscellany of Magiccontains more information on demons ofthe Marvel Universe.)

Martial Arts A. The character hasundergone training in a particular form ofmartial arts, and knows the philosophy of itas well as the technique. Martial Arts Aallows the character to slam or stunopponents whose Endurance rank is higherthan the character’s Strength rank.

Martial Arts B. This form of martial artsgives the character a + 1 CS to his Fightingability for the purpose of Slugfest.

Martial Arts C. This form of martial artsgives the character a + 1 CS to his Strengthfor the purpose of Grappling and a +11 CSto his Agility for the purpose of Dodging.

New Talent. The player may create a newtalent for his character. It is up to the Judgeto set limitations on it in accordance withother talents. The talent should have somedefinite bearing on the character I s powersor background.

Normal Talent. The character has a talentthat he learned from his days prior tobecoming a magician. Roll on the Talentslist on page 39 of the MARVEL SUPERHEROES Campaign Book.

Occultist. The character has madeextensive studies into the area of occulthappenings, including: unexplained eventsand mysteries of the world, hauntings, andother manifestations of the spirit world. Hehas a +2 CS when researching or dealingwith occult events.

Runesmith. The character is a transcriberand translator of runes, especially ancient,magical runes. (A rune is a letter in anancient alphabet. Most ancient magicalitems have runes on them to warn potentialusers of the possible harm that

the item can cause. These runes can beany one of a vast array of almost-forgottencodes.)

The character has a +2 CS wheneverstudying, deciphering, or inscribing runes.

Scholar of Antiquities. The character hasan extensive knowledge of antiques,especially ancient magical artifacts and loreconcerning them (but not including books,scrolls, or other artifacts that are primarilyinformational). He has a +2 CS whendealing with them or researching them.

Stamina. The character has trained himselfto go many days without eating or sleepingin the pursuit of his magical studies. Ifresearching anything magical or just usinga spell (no physical combat or extensivemovement allowed), the character can gowithout food or sleep for up to 6 days.

Theoginist. The character is a scholar onthe origins of the powerful extra-dimensional beings and gods of the MarvelUniverse (this category includes all of themajor entities listed in the Miscellany ofMysticism and those beings that providedimensional energy when called upon,such as Dormammu). The character has a+2 CS when researching information onthis subject.

Zoologist of Magic. The character studiesmagical creatures and has collected bookson the subject. This talent includes not onlymythological or fantastic beasts of Earth’slegends but also the creatures of otherdimensions in the Marvel Universe. He hasa + 1 CS when attempting to identifymagical creatures and their powers.(Please see the Magical Creature section inBook 3 for many known magical creatures.

STEP 8. Balancing thePowers.

This is a short step primarily completed bythe Judge, but usually in consultation withthe player. The Judge must look at thischaracter in terms of how he balances withthe other player characters and with thecampaign as a whole. If the campaign isbeing run for characters like Daredevil orBlack Widow and a powerful magic wielderwith a personal energy spell (like Flight), auniversal energy spell (like a powerfulEldritch Beam/Bolt), and strongdimensional energy spells (like Environ-mental Independence, Teleportation,Shield—Multiple, and Thaumaturgy) isadded, the magic wielder will soon

11

Page 12: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

overshadow the less-powerful characters,making the campaign less fun for everyone.On the other hand, a campaign suitable forIron Man or the Hulk would overwhelm aweak sorcerer.

A powerful character can haveconditions placed on some of his spellsand magical items that will prevent themfrom being a constant unbalancing force,but gives the character access to them.Look back in the magical item generationsection at some of those conditions for anidea on how to limit a powerful sorcerer.

A weak character must be built up a bitand magical items are great for this. If thecampaign includes both magical andnonmagical heroes, the Judge shouldremember that many of the spells havelimitations (such as target resistance FEATrolls, full concentration required, etc.) thatnonmagical powers often do not have.

This balancing requires thought, time,and discussion between Judge and player.This is why generating characters,especially magical characters, are bestaccomplished during non-game time andon a one-to-one basis.

Once the powers and talents have beensettled on, it is time to flesh out thecharacter. Go to Step 9.

STEP 9. Finishing theCharacter.

The player should answer the followingquestions to help create the character’spersonality.

1. What is the hero’s name?

Supply the character with both a full nameand a “heroic” name. Even Reed Richards,whom everybody knows is the leader of theFantastic Four keeps using his heroic name,Mr. Fantastic. Possibly it has something todo with confidence, or separating the heroiclife from the personal life by having twonames. Magic wielders are usually evenmore secretive than other types of heroesand usually use secret identities.

2. What is the hero’s age?

Mastery of the ancient arts takes longer tocontrol than most other types of powers,Start with 17 years of age. Roll a die and addthe result to 17 (for a span of between 18 and27 years). If the character is a magic wielder,add 3 years. For every personal energy spellthe character knows, add another year. For

every universal energy spell he possesses,add 2 years. For every dimensional energyspell he possesses, add 3 years.

This is just for beginning characters andcertainly does not effect the character ashe picks up future spells.

Note: In the Marvel Universe, it is possiblefor certain individuals (such as Magik) togain considerable skill in sorcery at an earlyage. This usually happens due to very earlytraining, an extremely high Psyche, or otherunusual circumstances. If the Judge wantsto make this a possibility for playercharacters, the young magic wielder musthave a Psyche of Amazing rank or higherand must have grown up in the householdof a master. In this case, start with 10 years,add the result of one die roll, and add 1 yearper spell known, regardless of type.

3. Does the hero have a secret identity? Ifso, what is it? How does he keep it secret?Does anyone know this secret?

If the character is magically enhanced or isbased on magical items alone, then it is upto him whether he has a secret identity ornot. But if the character is a magic wielderhe will usually have a secret identity for hisown safety. As Doctor Strange often triedto explain to Clea, human beings greatlyfear that which they do not know.

A sorcerer needs no other complicationsin his life aside from those associated withhis studies and adventures. A secretidentity is an absolute must for thissimplification of his life.

A sorcerer’s secret identity is usually hisactual identity. The character maintains hisanonymity when in action by using a heroname, by wearing a costume that drawsattention away from his face (perhaps amask as well), and by not drawing attentionto himself by using flashy magic. This isone of the reasons why so many magicwielders prefer astral combat or taking theconflict into deserted areas.

The most likely people to know acharacter’s secret identity includesweethearts, wives, etc., the character’smaster (and later, disciples), and possiblyanother super hero teammate. Generally, atthe start of a character’s adventures, novillain knows of his real identity

4. What is the hero’s personality like?

The personality of the character can be oneof the most enjoyable aspects of roleplayinggames. This aspect should be left entirely

up to the player, but should have somegeneral guidelines set down at thebeginning of the character’s existence.

The personality defined should be morethan just “mean” or “heroic”. There should bemany different facets to the character’spersonality. By nature, most player charactermagic wielders are the strong, silent type.They usually need to control their fears andother emotions to be able to fully concentrateon their studies and their spells. Because oftheir constant practice and studies, alongwith whatever occupation they may have,they tend to be a quiet, reserved, and isolatedlot, oftentimes being referred to as “stern,”“reserved” or a “stick-in-the-mud”. Certainly,there is no rule that says the character cannotbe a happy, carefree individual, but he willmost certainly be looked upon by othermagic wielders as someone who is notserious about the mystic arts and who is notworth bothering with.

5. What are the hero’s Resources?

This measures not only the character’spersonal wealth, but also his ability to getmoney or valuable equipment through manychannels, including wealthy organizations.The player must roll percentile dice on Table9.3: Resource Ranks below to determine hisrank, then consult Table 5: Resources onpage 8 of the MARVEL SUPER HEROESGame Campaign Book to determine howhis Resource rank equates to his weekly

12

Page 13: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

rate and purchases. The player should waituntil his character is completely generated,then start his purchases with a place to live.

Table 9.11: Resource Ranks

Dice Resource WeeklyRoll Rank Rate

01-05 Poor 4 rp06-15 Typical 6 rp16-45 Good 10 rp46-75 Excellent 20 rp76-95 Remarkable 30 rp96-99 Incredible 40 rp00 Amazing 50 rp

A character who is a magic wielder hasgenerally been in seclusion for many years,studying with his master. Consequently, hehas spent very little money over this timeand any money he had saved has beengenerating interest. This translates intoone, large lump sum of Resource Points forthe hero at the outset of the campaign. Todetermine the size of this lump sum, roll apercentile dice on Table 9.4: MagicWielders Starting Resource Cache.Magically enhanced characters and heroeswho wield magic items start the campaignper normal procedures (page 8 of theMARVEL SUPER HEROES GameCampaign Book).

Table 9.2: Magic Wielders StartingResource Cache

Dice Roll Lump Sum

01-20 250 rp21-45 500 rp46-75 1,000 rp76-90 2,500 rp91-00 5,000 rp

6. What nationality is the hero?

The player must now decide what countryhis character is from and, if the campaign isworld-spanning, what country he lives in. Ifthe character has the ability to mysticallytravel and communicate with others, thennothing prevents him from “commuting”.Many foreign-born heroes now reside in theU.S. Some of the ones with magicalconnections of some kind are Russia’sMagik, Transia’s Scarlet Witch, and Haiti’sBrother Voodoo. Some heroes even comefrom different planets, realms, ordimensions, such as the Asgardian Thorand the Dark Dimension’s Clea.

Any character from a foreign country or

realm automatically speaks his languageand English. In addition, if their Reason isbetter than Excellent, there is a 40% chancethey speak a third language. If their Reasonis better than Incredible there is a 20%chance that they speak a fourth language.

7. Where does the hero live?

Most of the Marvel Universe heroes tend tolive in New York City (as that locale seemsto draw super-powered villains like ants),but some have made their base ofoperations on the West Coast, in other U.S.locales, and in Canada. If the character hasthe ability to mystically travel andcommunicate with others, then nothingprevents him from “commuting” across theU.S. If the campaign is going to be mainlysituated in New York City, the charactermay even wish to live in one of thelocations shown on one of the many citymaps now available in various MARVELSUPER HERO Game Adventures publishedby TSR, Inc. The character’s Resources,already generated, determine what kind ofhousing the character can afford.

Note: While magic wielders may continueto learn from their masters, only about 20%live with them. If the player wishes, he mayroll percentile dice to see if his master willallow him to live in his abode (01-20 = Liveswith master, no living expense required,21-00 = character must have his own place).

The Housing Costs Chart below givesguidelines for the resource points neededto rent or buy a dwelling in an averagesized town.

Housing Costs Chart

RENT (per month)Efficiency Apartment 4 rp1 Bedroom Apartment 8 rp2 Bedroom Apartment 16 rpLuxury Apartment 24 rpOne-Story House* 10 rpTwo-Story House* 20 rpMansion* 40 rp per floorOffice 20 rpOffice Floor 50 rpOffice Building 1,000 rp per floor

BUYEfficiency

Condominium** 600 rp1 Bedroom

Condominium** 900 rp2 Bedroom

Condominium** 1,200 rpLuxury Condominium** 2,000 rp

One-Story House** 1,300 rpTwo-Story House** 1,800 rpMansion** 3,000-10,000 rpEmpty Land 500 rp/acreConstruction*** 175 rp/room

* = Not including the cost of utilities or maint-enance for this size dwelling, which equalsan additional 10% of the rent per month.** = Not including the cost of utilities,insurance, and upkeep for this type ofdwelling, which equals an additional 1% ofthe total cost per month.*** = Time for construction equals 1 monthper room. When constructed, the cost forutilities, insurance, and upkeep equals thatof a normal dwelling of equal size and type.

8. How does the hero earn his living?

The character’s weekly resource rate willgive the Judge and player some guidelinesfor the character’s employment, as he mustbe employed in an occupation which wouldlogically earn him that rate. Magic wieldersusually earn their living in a manner thatallows them maximum flexibility in theirschedules: private consultants, doctors,writers, and so on.

9. Does the hero have any hobbies orfavorite pastimes?

While this facet of the character is generallyfor the sake of “coloring” his personality, itmay have practical applications as well.Photography, cooking, music, and so forthmay all have some purpose in an adventuresome day, sort of like secondary talents. Nocharacter should have over three of theseuseful pastimes, and if he does not activelypursue them at least once every othermonth, they should not be considered useful.

10. What does the hero’s costume looklike?

All heroes have costumes and magicwielders, in particular, have unusual ones.On the back of the new Magical CharacterSheet are design forms for costumedrawings. Magic wielders usually weargarish colors and bizarre patterns, possiblyfor some mystic reason. Capes are alsoquite fashionable with the magical crowd.

11. Who are the hero’s friends?

The hero starts with as many close friendsand relatives as he has powers and/oritems. Most people have many morefriends than this, but these few are the

13

Page 14: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

14

most important. The following questionshould be answered about the people whoare close to the hero: what are the namesand occupations of the hero’s friends?;how long have they known him?; what istheir exact relationship (friend, lover,mentor, brother, etc.?;) do any of themknow of his true, magical identity?; whatare their motivations and personality like?

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

This is the most important aspect of thehero’s personal life. All of the questionsasked above, should be asked about themaster. In other words, establish a clearidentity for him or it. Some masters arespiritual in nature and reside in an item (suchas Shaman’s grandfather’s skull), but mostare living, breathing mortals. Readingthrough the Miscellany of Mysticism mayhelp to spark an idea on the nature of themaster. While this need not be answeredimmediately for the character to play in thecampaign, it will be necessary to establishthe relationship before too long for the char-acter to progress in his knowledge of magic.

Note: If the Judge finds that he has morethan one magic wielder in his campaign, hemay wish to have them both (or all) studyunder one master. It should be rememberedthat a wise master shows no favoritism inhis teaching of many novices. He will striveto bring out the best in each novice andhelp them find their own identity. By thecharacter’s third adventure the master’sname, location, school of magic (whichshould be the same as the character’s), andpersonality should all be known to theplayer and Judge. The amount of time thehero must spend with the master is left tothe Judge’s discretion (it is important thatthe amount of time allocated for study isextensive, but this does not necessarilymean it must be spent with the master).

Final Character Balance

The Judge should fully appraise thecharacter after it is completely generated,and review him after his first one or twoadventures. Depending on the level ofpower used by the other heroes and villainsin the campaign, the Judge may wish tolimit the character’s powers (usually byconditions to their uses) or expand them(usually by granting the character a magicalitem with 1 or more powers). This should bedone no more than once.

Page 15: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

SPELLDESCRIPTIONS* This spell counts as two selections fromeither the Personal or Universal spell listOR one choice from the Dimensional spelllist.* * This spell can only be chosen from theDimensional spell list.

Absorption*. If the caster makes asuccessful spell rank FEAT roll, he can takeon the properties of any material hetouches, giving him the Strength,Endurance, and body armor equivalent tothe material rank of the object he touched.(For example, if he grabbed a steel girder,he would gain Remarkable Strength,Endurance, and body armor.) Each time thehero changes form, adjust his Health to thenew sum of his Fighting, Agility, Strength,and Endurance. minus Health points hepreviously lost.

The caster’s Strength and Endurance arelimited to a maximum of Amazing, even ifthe object touched has a higher materialrank. He can remain in his transformedstate as long as he wishes.

If the object touched is holding oremitting energy (such as red-hot metal,etc.) he absorbs the energy properties aswell. He absorbs the energy immediately,thereby gaining body armor equal to thedamage it would cause. The caster is nothurt by the energy he absorbs. He canretain absorbed energy for a maximum of10 rounds.

The caster can also absorb physicalproperties of an object. If he touches aspiked mace, he will get both the strengthof iron and spikes.

There is also a negative side to thisabsorption spell. When a caster absorbs amaterial’s properties, it tends to slow hismovement and reactions down propor-tionately. The higher the rank, the slower thecharacter. For every material rank aboveGood that the caster absorbs, subtract arank from his normal Endurance for thepurposes of determining his movementrate. A magic wielder in a “hardened” state(material rank of Good or higher) is limitedto one spell per round and his spells alwaystake effect at the end of the round.

Admittance. The caster can directenchanted energy at any locked door orcontainer and it will easily open for him, nomatter how many locks it has or how big or

intricate they are, if his spell rank FEAT rollis successful.

Alteration-Appearance. The caster canmystically alter his face and body structure atwill. He does this through the completecontrol he has over his muscles, ligaments,tissues, and skin. By manipulating these hecan resemble almost anyone he wishes whois human. He even has control of his hair,making lengthen or shorten at will. If the newshape and face he is turning into is not vastlydifferent from his own, he can change easilyand completely in one round. If the change isextreme (very thin to obese, man to woman,adult to child, etc.) the caster must make asuccessful spell rank FEAT roll to change,and the transformation will take two rounds.

Alteration-Body Weapons. The castercan magically alter his body to grow claws,fangs, or spines. This can be done in oneround (he must make a successful powerrank FEAT roll if he is distracted or understress). When attacking, the sorcerer canuse his Fighting rank or this spell rank,whichever he prefers. Damage equals thehero’s Strength rank + 1 CS, and attacksare resolved on the Bite-Claw column ofthe Magic Effects Table.

Alteration-Bone. The caster can magicallyalter all of the bones in the body. Theybecome malleable and the muscle tissue isexceedingly resilient, making his body veryflexible and pliant. It is impossible to break abone or tear a muscle. His flexibility enableshim to slither into and out of very tight andsmall places. He can fit into any hole or slotdown to eight inches diameter. Apply a +2 CSto Strength ability for purposes of Escaping ahold when grappled. The caster must make asuccessful spell rank FEAT roll if distracted orunder stress.

Animation. The caster can enchant aninanimate object to become animate andcontrol its movements. The object must beof a material rank that is less than or equalto this spell rank. Only one object at a timecan be animated and, while it must bewithin the area of effect to animate, it cancontinue to be animated outside of the areaof effect, if within the caster’s sight. If thecaster causes an animate object under hiscontrol to attack an opponent, theanimated object’s Fighting and Agility areequal to the caster’s spell rank, but theitem’s material rank determines itsStrength, Endurance, and damage inflicted.

The caster must concentrate on controllingthe object. No item over the size of a carcan be animated, regardless of the caster’sspell rank.

Apparition. The caster can mysticallymake his body non-corporeal and becomean apparition. (This should not be confusedwith Astral Projection, as that power takesthe caster to another dimension and he isinvisible to most characters in thisdimension.) Once the spell is cast, thecaster need not concentrate upon his stateto remain an apparition. As an apparition,the caster can still move, speak, castspells, and perform most other normalactions. His movement rate is the same asif he were corporeal, but he can walk on air,sink through floors, climb up elevations asif he were climbing stairs, etc.

When a caster becomes an apparitionhis body loses its density, allowing him topass through solid object and letting solidobjects pass through him. The caster canbe seen, but is obviously not completelysolid. This power grants the caster bodyarmor equal to the spell rank against anyphysical, energy, or mental attacks. If theapparition/caster physically attacksanother character, that character must alsobe treated as though he has body armorequal to this spell rank. Magical, mental, orenergy attacks against the target aretreated as normal.

To pass through a solid object, or have asolid object pass through him, the object’smaterial rank must be equal to or less thanthe spell rank. In addition, the caster canlower the density of an object he touchesby making a spell rank FEAT roll and, ifsucceeding, keeping it in his possession.

Judge’s Note: If the player wishes tomake a concentrated effort at creating acharacter who appears like a ghost, strikingfear and terror into criminal hearts, then theJudge should keep this effect in mind whenthe caster walks through a wall, dropsthrough a ceiling, etc. and faces anyone. Acharacter encountering this apparition,especially for the first time, must make aPsyche FEAT roll (see Magic Effects Table)or react as described in the Fear power.There is a price the caster has to pay forthis extra “power”, however. Thisfrightening effect on people only works ifthe caster is not famous, thus cutting off hisPopularity and some sources of Karmagain. He must remain relatively reclusiveand unknown so the criminal element doesnot recognize him.

15

Page 16: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

Armor. The caster can summon magicalbody armor equal to this spell rank. There isa 75% chance that the body armor willaffect the caster’s appearance. Thestronger the armor, the more hisappearance will be affected. The actualappearance is to be determined by theJudge and player. This spell reduces thecharacter’s Agility by one rank.

Astral Projection. The caster can separatehis astral self-the sheath of his lifeessence-from his physical self and travelthrough space unbound by physical lawswhile retaining human consciousness. Theastral form (also sometimes called theethereal form or the ectoplasmic form) isinvisible, intangible, and incapable of beingharmed except by the most powerful magicor by opponents who are themselves inastral form. If the caster wishes to projecthis astral self while under duress, during acombat or while he is being mentally attack-ed, he must make his spell rank FEAT roll.

The duration of effect determines howlong the caster can remain in this formwithout physical deterioration occurring tohis physical form. If the astral form doesnot return to its physical body before theduration of effect has elapsed, the caster’sbody dies; and the astral form can onlyenter it as it would any other corpse ordummy, creating a blind, zombie-likecreature. If the caster’s body is destroyedwhile the astral form is projecting, thecaster is stranded in his astral form.

If a character is stranded in his astralform due to the death of his physical body,the astral form itself will dissolve after anamount of time equal to the normal spellduration associated with the character’sPsyche rank. (For example, the astral formof a character with Incredible Psyche wouldendure for one day; the astral form ofsomeone with an Unearthly Psyche wouldlast indefinitely.)

The caster can transport other willingsubjects to the astral plane along withhimself. When attempting to do so, he mustmake a Psyche FEAT roll: a white or greenresult means that the caster traveled andthe other(s) did not, a yellow or red resultmeans that the multiple astral travel workedperfectly. Astral projection cannot affectsomeone against his will.

Characters who are in their astral formscan see and communicate with each other,if both parties desire. If one or both partiesdo not desire to be seen, they may have tohide behind solid items, just as if they were

in their physical form. If the astral characterwho is seeking has a lower power rank thanthe astral character who is attempting toavoid being seen, he must make a PsycheFEAT roll, even if that character is in plain,astral view. If seen, they can have magicalcombat in that form.

Magical items, though left behind on thephysical plane, also have a counterpart thatcan be taken into the astral plane. It acts inthe same manner as its physicalcounterpart, but its powers are lessened byone rank on the astral plane. Any magicitem that the character possesses on thephysical plane can be controlled by theowner’s astral self. (For example, DoctorStrange has escaped innumerable traps bycontrolling his Cloak of Levitation and theEye of Agamotto within his amulet, while hewas in his astral form.).

Time alteration spells cast from the astralplane work within the physical plane, butdo not affect the astral plane.

Bands. This spell manifests itself in avariety of ways, as the caster chooses:vapors, rings, threads, circles, and so on.When the caster calls up this enchantment,bands (or whatever) form around the targetand entrap him. It takes a full round for thebands to completely form. The target cantry to dodge through the bands only in theround in which they form and only if thearea being entrapped is as large as a 10foot cube. If the spell is directed at theindividual himself, he cannot dodgethrough it. When a character is surroundedby the bands there is a 75% chance that heis bound, a 25% chance that he is gagged,and a 10% chance that he is blinded(seethe Bound, Gag, & Blind rule in theMiscellany of Mysticism). A separate roll ismade for each of these effects.

The bands cause no damage to theentrapped character. Bands have a materialrank that is equal to the caster’s Psycherank. While normal attacks Will not affectbands, magical attacks may free the victim.If the magic attack’s spell rank is higherthan the bands material rank, it will shatterthe bands if the attacker makes a greenFEAT roll. If the material rank is the samerank as the magical attack, the attackermust make a successful yellow FEAT roll toshatter the bands. If the material rank ishigher than the spell rank of the magicalattack, the attacker needs a successful redFEAT roll to break the bands.

The caster does not have to maintain ahigh level of concentration to maintain the

bands; he can move, cast spells, performnormal actions, etc. However, if the casteris affected by a hostile attack or spell, hemust make a successful Psyche FEAT rollto keep the bands from breaking. Bandsautomatically break if the caster is renderedunconscious.

Chameleonic Coloring. The caster canchange color to match his surroundings. If heis not moving quickly and trying not to benoticed, any opponent must make a suc-cessful Yellow Intuition FEAT roll to see him.The color change can be performed in oneround. If the caster is under stress ordistracted (being attacked, etc.) he must makea successful spell rank FEAT roll to change.

Charm. The caster creates a pleasantaura about himself, charming opponents inthe area of effect. Every opponent in thearea is allowed a Psyche FEAT roll (seeMagic Effects Table). If the target isaffected, he will quickly change his mindabout attacking the caster because “there isjust something about him he likes”; if thePsyche FEAT result is “No Effect”, the targetis not even aware that the caster tried tocharm him. A charmed target will not attackthe caster, but will attack another opponent,if one is available. The caster cannot giveorders of any kind to a charmed character;the spell is not a form of mental control.

A charmed target is allowed to make aPsyche FEAT roll each round to attempt tobreak the charm. Each charmed opponentmust break the charm on his own; hecannot be persuaded that he is charmed byfriends, although a counterspell cast by afriend might break the charm. Unless thecharm is broken, it will remain in effect forthe duration of the spell, even if the casterleaves. A charmed character will notremember that he has been charmed oncethe spell expires.

If the caster attacks an opponentcharmed by his spell, the spell isautomatically broken, and the target retainsfull memories of being charmed andremembers who is responsible.

Confusion. The effects of this spell areunpredictable, but can be devastating.When it is cast, all targets within the area ofeffect receive a Psyche FEAT roll to avoidthe effect. If a target fails the roll, he isaffected by the confusion. The Judge rollsa die for each affected target and checksTable 6.4: Confusion Results, to see how each is affected. The duration is

16

Page 17: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

1-10 rounds, rather than the normalduration associated with the spell rank.

Table 6.4: Confusion Results

Die ConfusionRoll Results

1 The target sits down and tries tothink things over. If attacked, hedefends himself, but otherwiseignores everyone else.

2 The target begins weeping orlaughing uncontrollably. Hereceives a - 1 CS to all actions.

3 The target walks around randomlyas if lost. If attacked, he defendshimself, but takes no other action.

4 The target becomes fascinatedwith one trivial action and willperform or watch it repeatedly. Ifattacked, he defends himself, butotherwise ignores everyone else.

5 The target attacks the nearestcharacter, no matter who he is.

6 The target attacks everyone(different character each round.)

7 The target attacks the nearestlarge building, machine, or crea-ture.

8 The target walks up to the nearestcharacter, throws an arm aroundhis shoulder, and beginsdiscussing his philosophy of life.

9 The target is extremelydisoriented; apply a -2 CS to allhis actions.

10 The target rolls over and fallsasleep.

Conjure. This spell is used to teleport anitem, plant, creature or character from itscurrent location to the caster’s location.This spell can even restore a broken ordecayed item to its original form while inthe act of teleporting.

If conjuring a trivial item, plant, orharmless animal, the caster need make noFEAT roll, it simply appears.

If conjuring a complex or dangerousitem, plant, or dangerous creature, orattempting to conjure a broken or decayeditem, the caster must make a successfulspell rank FEAT roll before it appears.

If conjuring forth a willing character(teammate, friend, etc.) the caster mustmake both a successful spell rank FEAT rolland a successful Psyche FEAT roll beforethe character appears.

If conjuring forth an unwilling character,the caster must make a successful spell

rank FEAT roll. The subject is allowed aPsyche FEAT roll to resist being broughtforth; if the resistance FEAT is successful,the conjuration fails.

The conjuration of the body of a deadcharacter is far beyond the abilities of anycaster who does not have an Unearthlyspell rank in this spell. The conjure spellonly summons or recreates the physicalbody; however, if the dead character’sastral form survives (see the AstralProjection spell), it can reanimate the body,restoring it to true life.

Curse. With this spell, the caster can weavean enchanted curse around an opponent. Ifthe spell rank FEAT roll is successful, thecurse will remain with the opponent for theduration of effect. The duration of this spellis unusual; a curse cannot exceed Amazingduration (one month), even if the caster’sspell rank exceeds Amazing.

When a curse is attempted, the target canavoid it by making a successful Psyche FEATroll. If the curse takes effect, the victim canmake one Psyche FEAT roll per day to at-tempt to break it; a successful FEAT rollmeans the curse is broken. The target will notknow who attacked him, regardless ofwhether or not the curse is successfully cast.

A curse negatively modifies all of theopponent’s actions and spells by a 1Column Shift (plus or minus, as long as itworks against the opponent). No more thanone curse can normally be placed on acharacter. The exception is the use of theLink spell, whereby up to two curses canbe placed on one opponent, but theycannot, totally, exceed the effect of a -2Column Shift modifier lasting one month.

The Judge can decide to allow cursesthat have different effects instead ofcolumn shifts, such as: temporary aging;warts and boils; etc., but no curse cancause the death of a character.

Damage Absorption*. This spell enablesthe caster’s body to absorb without harmsome of the damage from energy attacks,both magical and non-magical. Thecharacter is still vulnerable to physical,missile, and mental attacks. The spell rankindicates how much damage will beabsorbed per round before the caster isharmed (i.e., a Remarkable rank wouldprevent the first 30 points of damage froman energy attack).

Damage Conversion*. The spell enablesthe caster to magically absorb kinetic

energy and convert it to physical Strengthand Health. Whenever the character isphysically attacked (slugfest, bite-clawattacks, missile weapons, charging,concussive rays, but not energy attacks orgrappling, he may make a spell rank FEATroll. If he fails the roll, then that damage isdealt with as normal that round. If the FEATis successful, the appropriate amount ofdamage is immediately added to hisHealth, instead of subtracted as damage.In this fashion, the caster’s Health can goas high as 200. In addition, the caster’sStrength is raised to the same rank as theattack, if the attack’s rank is higher.

If the caster using this spell also hassome form of body armor, the attack isreduced by the body armor before thecaster makes his absorption FEAT roll; thecaster can attempt to absorb whateverpoints of damage remain. The caster’sStrength is increased if the pointsremaining in the attack exceed the ranknumber of his current Strength rank.

If he wishes, after the caster stores up100 points he may try another spell rankFEAT roll. A successful roll allows him toredirect this energy by using all of his newlygained Strength to inflict a blow of up toMonstrous damage. If the roll fails, he justkeeps storing up damage. This energydissipates in 10 rounds in any event. Anydamage done to him after he reaches aHealth of 200 begins to subtract from thatnumber, until he reaches 0 Health or makeshis spell rank roll again to add to his energyconverted Health.

Density Control-Others. The caster cancontrol the density of another livingcreature or an inanimate object. He mustpoint at the target and make an Agility FEATroll for targeting. A living target can attemptto Dodge. If the caster’s FEAT rollsucceeds, he has control over themolecular cohesion of the target.

The caster can reduce or increase thedensity of the target by one rank eachround. The caster must concentrate on thetarget, so the caster cannot attack or castother spells while using this spell. If thecaster stops concentrating on the target, itwill stay at its present density rank for theduration of the spell, then begin returningto normal, shifting one rank per round untilits normal density rank is restored.

For each rank that a living target’sdensity is reduced, apply a -1 CS to thetarget’s Strength. Furthermore, anyone

17

Page 18: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

attacked by the target is considered tohave body armor equivalent to the target’scurrent density rank. If the target’s densityis reduced to Shift 0 rank, his bodybecomes a cloudy form, like a thick fog, upto two areas in volume. In cloud form, thetarget is subject to strong wind currents,suction, etc. The target cannot attack orcast spells in this form and has no controlover his movement. The cloud cannot beattacked by physical or energy means.

For each rank that a target’s density isincreased, he gains body armor equivalentto his current density. If his current densityis higher than his Strength, he inflictsdamage in combat equal to his densityrank. If the target’s current density rank ishigher than his Endurance, apply a - 1 CS tohis Fighting and Agility for each rank that hisdensity exceeds his Endurance; also applya -1 CS to his Endurance for purposes ofdetermining his movement rate.

The target’s weight at its current densityrank is equal to the weight that a personwith the same Strength rank could lift.Increasing the density of an intricate object,such as a plant or complex machine, mightcause thin and delicate parts to break off.

For purposes of this spell, most livingtargets have Typical density in their normalstate. However, some races have greaterdensity which provides them with bodyarmor (such as Asgardians and Olympians);use the body armor rank of these beings astheir normal density. Inanimate objectshave normal density equal to their materialrank.

Density Control-Self. This spell is thesame as the Density Control-Others spell,except that the caster has full control overhis cloud-form at Shift 0 density. The castercan surround others with his cloud-form,obscuring their vision. The caster also hasa limited ability to fly, at a maximum speedof 2 areas per round.The caster can alsoseep under doors, through crack, etc.,while in cloud-form.

Dimensional Aperture**. This spell causesa temporary opening in the dimension’sfabric, allowing the caster to cross fromone dimension to another. Look for thesection on Dimensions in the Miscellany ofMysticism for more detail. The caster canautomatically open a portal to a dimensionwith which he is familiar, but opening aportal to an unfamiliar dimension requires asuccessful spell rank FEAT roll. If a FEATroll is required, failure indicates that the

caster cannot enter the desired dimensionthat day A beginning caster who does notreally know one dimension from anothercan stumble into any one of them atrandom.

A spellcaster who is in a familiar foreigndimension can automatically return to hishome dimension. However, if the caster isin an unfamiliar dimension or if his mind hasbeen affected by traveling in a sanity-bending or sanity-threatening dimension,the caster must make a successful spellrank FEAT roll to locate the dimensionalposition of his home dimension. This roll toreturn is only allowed once per week.However, the caster can enter anotherrandom dimension and try to go home fromthere.

If the caster tries to take anyone else withhim into a dimension, whether they arewilling or unwilling, then a Psyche FEAT rollis required of each character passingthrough into the dimension, every time theyenter a new dimension. Anyone who failsthe FEAT roll cannot pass through thatparticular dimensional aperture at this time.Characters who are left behind can tryagain a day later, if the aperture is still ineffect.

This spell also grants the caster

knowledge of a tiny “personal dimension”where he can go with perfect accuracy andsafety. This pocket dimension is onlyaccessible from the caster’s homedimension and contains no dangerouscreatures. There the caster can go forpeace, solitude, and can even make it ahome away from home. The caster canenter or leave his own little dimension onceper day.

Dual Persona. This spell makes thecharacter one with a magic wielder fromthe past. There are two separatepersonality patterns in the magic wielder’sbrain, and the character has at least partialaccess to the memories and knowledge ofhis ancient counterpart.

The way in which the character relates tohis alter-ego is left to the Judge. Somesuggestions include: the alter-ego mayexist inside or as part of a magical item thecharacter owns; the alter-ego may be anastral form that inhabits the character’sbody or is visible to him alone; the alter egomay exist in a specific location which is t eonly place where the character maycommunicate with him; etc. The Judgemust decide whether or not the ancientspellcaster has some physical form.

18

Page 19: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

If the character casts this spell, thealter-ego is a predecessor from the caster’sown school of magic. If the alter-ego isdiscovered by accident, it might not befriendly to the caster.

While the two are joined, the playercharacter has a strong resistance to allmental probes and attacks, magic orotherwise. This resistance is in the form ofa +2 CS in the caster’s favor when FEATrolls are allowed to ignore or defend againstmental controls and attacks (not to exceedMonstrous rank).

If the Judge so decides, the otherpersona might battle for control of thecharacter’s body. Circumstances underwhich could happen include: the caster isin danger of immediate death; the goalsand values of the character are differentfrom those of the alter-ego; the character isvisiting a location associated with the alterego in his lifetime; the caster attempts touse a spell or ability available to the alterego but not available to himself, etc. Anentirely new magic wielding character caneven be rolled up and it might exchangeplaces with the caster on such occasions,or just give timely advice.

Eldritch Beams/Bolts. This spellunleashes a magical beam or bolt causingdamage equal to the spell rank (a beam is acontinuous line of energy, a bolt is aninterrupted line of energy). A beam or bolt(hereafter referred to as bolt) affects only onetarget in the target area. When this spell isobtained, the player should roll a die to seewhere the bolts originate. The bolts will issueforth from the character’s: 1-4 = Hands; 5-8= Eyes; 9 = Chest; 10 = Forehead. The typeof bolt the character uses will be one of thefollowing, which the player chooses with theapproval of the Judge.

Cold Bolt. This bolt causes freezingdamage and is blue.

Darkforce Bolt. This bolt uses theDarkforce, a form of energy from anotherdimension. The target loses Health pointsequal to the caster’s spell rank. The bolt isblack. (This bolt requires dimensionalenergy; it is not available to charactersunable to use dimensional energy.)

Disintegrating Bolt. This bolt disinte-grates non-living, inanimate objects up to 2areas away from the caster. The limit ofwhat it can disintegrate is determined bythe spell rank. Compare the spell rank tothe material rank of the object to bedisintegrated.

If the material rank is higher than the

spell rank, the target’s material strength isreduced one rank.

If the material rank is equal to or lessthan the spell rank, the target isdisintegrated. Small objects (fist-sized, forexample) can be destroyed automatically.Destroying man-sized objects requires asuccessful yellow spell rank FEAT roll.Destroying larger objects (like a vehicle)requires a successful red FEAT roll. If thetarget is an object of no importance, theJudge can waive the FEAT roll and rule thatthe item is automatically destroyed.

Energy Bolt. (Also commonly called Boltof Bedevilment.) This bolt uses pureuniversal or dimensional energy This is themost common form of eldritch bolt.

Fire Bolt. This bolt causes fire and heatdamage and is a reddish line of flame.

Impact Bolt. This bolt causes impactdamage through reverse gravity,magnetism, etc. The bolt is invisible.

Light Bolt. This bolt causes damagethrough intense light. The bolt is golden.

Sonic Bolt. This bolt causes damagethrough sonic disruption, nerve damage,etc.

Eldritch Blast. This spell unleashes amagical blast, causing damage equal to thespell rank to everything in the target area. Inaddition, the blast has a chance to slam orstun anyone within the target area (see theMagic Effects Table under Power Rank-Blasting). The caster’s Psyche is reduced toTypical for an hour afterwards and he willpass out for 1-10 rounds unless he makesa successful Endurance FEAT roll. The typeof blast used by the character is decidedby the Judge and player when thecharacter obtains the spell (see EldritchBeams/Bolts for possible types).

The spell rank determines the amount ofdamage done by the blast, but the area ofeffect when the spell is obtained has amaximum rank of Excellent (one area), evenif the caster’s actual spell rank is higher. Thearea of effect can be increased throughexperience, but can never exceed the spellrank. Furthermore, this spell has a maximumlimit of Amazing rank for its area of effect.

Eldritch Breath. The caster can directMystical energy into a breath attack, similarto Eldritch Beams/Bolts or an EldritchBlast, but issuing forth from the mouth, Hecan still verbally communicate, taste, etc.The type of damaging breath is up to theJudge and player (see Eldritch Beams/Bolts for suggestions).

Eldritch Crystals. The caster unleashes astream or swarm of magical crystals thatwill bombard a target upon his command.The crystals will appear, attack the target,cause physical damage equal to the spellrank, then disappear. These are physicalmanifestations of magic and are affectedby defenses that protect the target fromphysical damage (body armor, force fields,battlesuits, bullet-proof clothing, etc.). Thecrystals will attack only one target chosenby the caster, if there are several targets ina single area.

Eldritch Flames. The caster summons forthsorcerous flames that cause damage equalto their spell rank every round a characterpasses through them. A spell rank FEAT rollis required to bring them forth. The flamesare summoned forth in a fixed location,designated by the caster, and cannot bemoved. The flames are used as a fiery wallto block movement into or out of the targetarea. They extend along one side of thetarget area chosen by the caster and can beany height chosen by the caster, from a fewfeet to three stories. The wall of flames canbe slightly bent by the caster toaccommodate structures and obstacles. Nomore than three walls can ever bemaintained by the caster at any one time.

Emotion Control. The caster can magicallycontrol the emotions of others, but thecaster must establish some link with thetarget, such as gazing into the target’s eyesor talking to the target for a brief moment.The caster must make a successful spellrank FEAT roll to establish control (see theMagic Effects Table under Psyche-MentalControl, treat a successful roll by the casteras a hold). This spell can only affect a singletarget in the area of effect. The target isallowed a Psyche FEAT roll to attempt toresist this form of mental control. If the targetfails his resistance FEAT roll, his emotionsare under the caster’s control and subject tothe caster’s suggestions. The caster cansummon love, fear, hate, etc. and force hisfoe to react to those emotions. Theseemotional upheavals override the target’snormal emotional inclination. The castermay only “summon” one strong emotion ata time and only control one target at a time.The duration for the emotional control is theduration of the spell (Table 0.1). When thespell expires, the victim regains his normalemotional reactions.

Empathy. The caster can magically sense

19

Page 20: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

another character or group’s strongemotions (not thoughts). This spell not onlyallows the character to gain a generalimpression of the mood and intentions ofindividuals or groups, it also allows him tobroadcast his emotions to an individual orgroup. Broadcasting emotional attitudeslike friendship, love, caution, helpfulness,and so forth can sometimes proveinvaluable in clearing up a misunder-standing. The character cannot broadcastthese emotions unless he truly feels them.These feelings should help dictate hisactions. Only one attempt at it can be madeper encounter. By using this spell,especially on animals, the caster can sensewhether the target is deathly afraid, slightlyafraid, in love, full of hate, etc. and theobject of their hate, love, fear, and so on.

Enchanted Eye. The caster creates anenchanted eye when he wishes. The castercan automatically summon the enchantedeye for one round only. A successful spellrank FEAT roll brings the eye forth for thefull duration of the spell. It can only see asfar as sight normally would, but canpenetrate darkness (real or magical), showthe caster mystical existences (such asastral projections, invisible magical objects,

mystical shields, and so on), and seethrough illusions. The caster is mentallylinked with the eye and sees everything it sees.

The enchanted eye is a separate magicalcreation capable of flight. Its movementrate is the same as that of the caster. Themaximum distance it can be be separatefrom the caster is based on the spell rank(for example, 12 areas for Amazing rank.)The eye can be attacked physically ormagically; the eye has Health points equalto the caster’s Psyche and any FEAT rollthe eye is required to make use the caster’sappropriate ability rank. The caster is notaffected by any damage suffered by theenchanted eye.

Energy Control. The caster can use hispersonal, universal, or dimensional energyto control another type of nonmagicalenergy (not personal, universal, ordimensional). This energy manipulationrequires a successful spell rank FEAT roll.Only one type of energy can be chosen bya beginning caster, but with advancementhe may learn to control other forms ofenergy.

The caster can affect all of the individualtype of energy within his area of effect with

ease: turning it on or off, making it overload,siphoning it where he chooses, etc. He canchannel controlled energy around himselfso as not to be harmed by it.

The caster must make a successful redspell rank FEAT roll to use this spelloffensively. The attack must be made bytouch, no matter what the spell rank. Thedamage caused equals the spell ranknumber.

The caster must make a successfulyellow or red spell rank FEAT roll to use thisspell defensively.

The following energies the ones mostoften affected by this spell. (The Judge canadd others as desired.)

Darkforce. The Darkforce is asemisentient force from another dimension.It can be used to black out an area socompletely that even infravision does notwork. It cannot be used as a weaponoutside of the area the character isoccupying, but within that area anyoneenveloped by the Darkforce (except thecaster) loses Health points equal to thecaster’s spell rank number each round.Controlling the Darkforce requires that thecaster use dimensional energy; this form ofcontrol is not available to casters whocannot use dimensional energy.

Electrical. The caster can absorb andredirect electrical energy. One of the bestuses of this spell is as an electricaloverride. The caster can direct electricalspells to override the controls of electricalequipment, including computers, alarmsystems, and unshielded robots. He caneither take control or damage thisequipment. The ability of control is equal tothe spell rank.

Gravity. The caster can reverse orintensify gravity at will. The spell can beused to move objects (use the spell rank asthe caster’s Strength). A character with thisspell can do two gravity related actions atonce. When used as an attack. the casteruses the gravitational forces to seize thetarget in a grappling-like attack. Thegrappling force starts with Typical Strength,but the caster can automatically increasethe strength by one rank each round, up tothe spell rank. This requires concentrationon the part of the caster (no attacks or otherspells cast while the gravity attack is ineffect). The target must make a successfulStrength FEAT roll to escape the effect.

Reverse gravity can only be lowered toShift 0, whereby the target can float a fewfeet above the ground.

Magnetism. A caster with magnetic

20

Page 21: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

control can manipulate any items thatcontain iron or steel within the area of thespell. He can also manipulate the Earth’smagnetic field and use it to control iron orsteelbearing items, anchoring them to theground or twirling them like a top, or createa magnetic force shield with an armor rankequal to the magnetic control spell rank.

Solar. A hero with this spell can redirect,magnify, or diminish the natural light in thearea of the spell. A blinding flash can causedamage in that area equal to the spell ranknumber and temporarily blind a victim. Alight barrier does not defend againstdamage, but no one can see through it andit scares off unintelligent animals andcreatures.

Sonics. This spell can amplify sound inan area to the point where everyone exceptthe caster is temporarily deafened. This isparticularly distracting for magic wieldersusing dimensional spells and incantations(successful yellow Psyche FEAT rollrequired to cast a dimensional spell; seeDistractions in the MAGIC USE ANDCOMBAT Section). The caster can alsoreverse the effect to completely “dampen”an area so that no sound can be heardwhatsoever, including sonic weapons.

Environmental Independence**. Thecaster can surround himself with an aura ofmagic that maintains a livable environmentfor him. He does not need to sleep, eat,drink, or breathe, but can if he wants to. Hefeels no non-magical cold or heat and cansurvive in outer space, under water, withinthe earth, in hostile atmospheres, etc. Thisspell does not provide protection from orimmunity to attack, but it does allow thecaster to survive in conditions wheresurvival would normally be impossible. Thearea of spell is usually just around thecaster himself, though the aura can containan additional character for every rank of thecaster’s Psyche above Remarkable.

This is a particularly long-lived spell,often used by magic wielders stranded inhostile circumstances or alien dimensions.The duration of this spell is left to theJudge, as different conditions andcircumstances (time passage in otherdimensions for example) can affect theduration. It is suggested that the casterreceive a +3 CS on the duration of the spell.(For example, the spell would have aUnearthly duration for a caster with anIncredible spell rank.) An Unearthlyduration means that the spell lastsindefinitely, usually until the caster escapes

from the hostile conditions that caused himto cast the spell.

Fear. This spell affects all targets in thearea of effect. The spell releases anunreasoning fear from the target’s mind. Alltargets are allowed a Psyche FEAT roll toresist the effect (see the Magic EffectsTable). If the target misses the roll, thefrightened character wants nothing morethan to run away and hide (all his actionswhile afraid are at -2 CS). The victim will tryto avoid, or if necessary attack, anyoneattempting to stop or restrain him. Thecharacter can only perform actions(including spellcasting) that will help him toescape. The victim always flees away fromthe attacker, even if he cannot see thecaster. After the first three rounds of beingafraid, and every other round after that, ifneed be, the frightened character isallowed a Psyche FEAT roll to regain hiscomposure. Once made, it will still take hima full round to get complete control ofhimself.

Though the caster must maintain a highdegree of concentration on this spell tokeep the target afraid (no attacks or otherspellcasting allowed), he does not knowwhen the character breaks the spell. Onlywhen the target attacks the caster orotherwise acts contrary to a state of feardoes the caster realize he no longerinfluences the target.

Flaw. The caster weaves a mystical tendrilaround an object and sees the stresspoints, fracture planes, or weaknessesinherent in the item. The object must benatural, not magical. If this spell is usedsuccessfully, the caster can use a magicalenergy attack (bolt, blast, etc.), and shatterthe object if he gets a Bull’s-Eye resultusing a Targeting attack (see the MagicEffects Table), even if the object’s materialrank is up to three ranks higher than thespell rank. Note; This spell cannot be usedto shatter Class 1000 materials unless thecaster’s spell rank is also Class 1000.)

Flight. With this spell, the caster canmagically fly. The spell rank and Psyche ofthe caster determines how fast he can fly.Consult Table 6.5: Magical Flight Speed,below to determine the movement rate.The normal rate is the speed the characterusually flies. If he wishes to achieve toprate flight he must make a Psyche FEAT rollevery 5 rounds. A failed roll simply dropsthe caster’s speed back to normal.

Table 6.5: Magical Flight Speed

Power Normal TopRank Speed Speed

Shift 0 Can’t Fly Can’t FlyFeeble 1 area 1 areaPoor 1 area 2 areasTypical 2 areas 3 areasGood 3 areas 4 areasExcellent 4 areas 6 areasRemarkable 5 areas 9 areasIncredible 6 area 15 areasAmazing 7 areas 20 areasMonstrous 9 areas 30 areasUnearthly 12 areas UnlimitedShift X 14 areas UnlimitedClass 1000 Unlimited Unlimited

The caster must make a successful spellrank FEAT roll to perform intricate flightmaneuvers, fight while aloft, or perform othermagic while aloft. The form of flight that theindividual player character has (wings thatmagically appear, magic control of wind, orsimply mystical flight) is up to the player.

Foretelling. The caster can mysticallypredict the actions of anyone he hasstudied (defined as observed for at least 10rounds). This foretelling is short-term only.If he makes a successful spell rank FEATroll the caster does not have to decide whatto do in that round until after theopponent(s) have declared their actions, nomatter who has the initiative.

Forgetfulness. The caster can magicallyeffect other characters’ minds and causethem to forget events. This is usually usedby heroic magic wielders to protectinnocent bystanders from the awesomepsychic shock caused by some of thesights to be seen during magical combat,etc. It is also used by most magic wieldingcharacters to protect their secret identities.Evil magicians may also use this spell tocover up their trail or their crimes. Theduration of the spell is permanent (unlessanother sorcerer uses a Revival spell of atleast equal spell rank to break the spell ofForgetfulness). The number of people thatcan be ensorcelled by the spell depends onthe spell rank: Good = 1 person; Excellent= up to 5 people; Remarkable = everyone inI area; Incredible = everyone in a squaremile; Amazing = everyone in 100 squaremiles; Monstrous = everyone on the planet;Unearthly everyone in one dimension;Class 1000 everyone in all dimensions.

Any character with a Psyche equal to or

21

Page 22: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

greater than the caster’s may make aPsyche FEAT roll to reduce the effects of thespell. Magic wielding characters have a +2CS for this FEAT roll. A green result meansthat vague recollections of the eventsometimes surface in the character’smemory. A yellow result means that thecharacter knows most of the highlights ofthe event, but cannot remember who castthe spell of forgetfulness. A red result meansthat the character can remember everything.

Glamor. The caster can conjure up flashinglights and swirling colors, which distractand confuse opponents. The caster cancause them to appear anywhere withinsight in the area of effect. Any characters inthat area must make a Psyche FEAT roll; ifthe FEAT is successful, the target isunaffected. If the roll fails, the target suffersan unfavorable 1 CS on all his actions (plusor minus 1 CS depending on whatever isunfavorable to the target).

If the caster desires, he can try and targetthe glamor on a specific character; thisrequires a successful targeting Agilitybull’s-eye FEAT roll. If successful, the targetsuffers an unfavorable 2 CS, but the spelleffects that target only

Once established the glamor cannot bemoved out of the area or exact location itwas cast upon. Glamor has no effect on thecaster.

Gramarye. The caster has the ability tomagically learn information from an item,The caster must make a successful spellrank FEAT roll to learn anything from theitem (if the item is of an unfamiliar aliendesign, the Judge can apply a - 1 CS to thespell rank).

The first information that can be gleanedby a successful spell rank FEAT roll is whatthe item’s purpose is and how to use it. Ifthe caster has no talent in an area that theitem might be used for, then he only has arank of Typical when using it.

Once an artifact’s purpose is identifiedanother spell rank FEAT roll is allowed. Ifsuccessful, it allows the caster to “read” thepsychic impressions left on it by the lastperson who used it. Information that can begained includes what the user looked like,what he thought of while using it, what hewas doing for the last few hours before theitem was lost, stolen, or otherwise left hispossession, etc. The longer the item hasbeen untouched, the dimmer the impression.

This spell is increased or diminished ifthe item is magical. If the magic is of the

same school as the caster, he receives a +2CS. If the magic is not of the same schoolas the caster, he receives a -1 CS. If themagic is of a school hostile to the caster, hesuffers an additional - 1 CS.

Growing. The caster grows taller throughthis enchantment. The limit on his size islisted on the Maximum Growth column inTable 6.6: Magical Size Changes, anddepends on the spell rank (the Shrinkingspell also uses this Table). If the caster’sStrength rank is less than this spell rank, heuses the spell rank as his Strength when ingiant form. If the spell rank is less than thecaster’s Strength, the Strength is increasedone rank when in giant form. Enemies whoattack him also get a +1 Column Shift tothe right, because the caster’s great sizemakes him easier to attack.

Table 6.6: Magical Size Changes

Rank Growth ShrinkingLimit Limit

Feeble 8 feet 4 feetPoor 10 feet 2 feetTypical 12 feet 1 footGood 14 feet 6 inchesExcellent 16 feet 3 inchesRemarkable 18 feet 1 inchIncredible 20 feet .5 inchAmazing 22 feet .25 inchMonstrous 25 feet .1 inchUnearthly 30 feet .01 inch

Growing-Others. The caster has a magicalspell that is almost identical to the Growingspell, but instead of being able to increasehis size, he can increase the size of othercharacters and objects.

If the character to be grown is willing,then the caster must make a successfulspell rank FEAT roll to increase his size. Thecharacter will regain his normal height afterthe duration of spell or when the casterwishes, whichever comes first.

If the character to be grown is not willing,then not only does the caster have to makea successful spell rank FEAT roll but thetarget is allowed a Psyche F6~ roll to resistthe effect. If the target’s Psyche FEAT issuccessful, he is unaffected. It the target isaffected, he will return to his normal heightafter the duration of spell or when thecaster wishes, whichever comes first.

The caster can use this spell to enlargeobjects with a material rank equal to or lessthan this spell rank. To increase an object’ssize, the caster must make a spell rank

FEAT roll. The object will return to itsnormal size only after the duration of effecthas lapsed.

Healing. This spell gives the caster suchcomplete control over his bodily functionsthat he can heal himself by use of personalor dimensional energy. Use the spell ranknumber instead of his Endurance ranknumber to determine the maximum amountof damage healed. The caster can onlyperform this once per day, in addition to hisnormal healing rate.

Healing Others. The caster can magicallyheal other characters by using universal ordimensional energy. The caster must touchthe character for two consecutive roundsafter casting the spell. A successful spellrank FEAT roll is required. The, maximumamount of damage that can be healed perperson is the spell rank number. Anyindividual character can only be healed onceper day by a specific caster. The number ofdifferent characters the caster can heal perday is equal to the spell rank number dividedby 10 (round fractions up). If the player sodesires, this spell could be used to heal acreature instead of a character.

The healing is complete, including themending of broken bones and torncartilage. The spell is also effective againstdisease.

Illusion. This spell creates an illusion in themind of creatures within the area of effect.The player whose character is using this spellmust describe it to the Judge. The illusionlooks, sounds, and smells the way it would ifit were real, but cannot cause damage. Sincethe illusion exists only in the mind of thetargets, no one outside the area of effect cansee it. All characters in the area of effect seethe same illusion. The caster mustconcentrate on the illusion for the entireduration of its existence to be believable.

Each character seeing the illusion maymake a Psyche FEAT roll to disbelieve it atthe beginning of the illusion and every otherround after that. If the FEAT roll issuccessful, the illusion fades from his mind.Other characters with illusion creatingpowers, whether magical, mutant, orwhatever, receive a +2 Column Shift to theirattempts to disbelieve. An unaffectedcharacter cannot persuade an affectedcharacter of the illusion’s true nature.

Characters who are affected will act asthey normally would if the illusion were real.If characters attack an illusion, attacks will

22

Page 23: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

not affect it (although the caster couldmake it seem otherwise); the Judge willhave to keep track of the attacks becauseof the possibility of injury to bystanders orproperty. Items passing through an illusionmay look like they are absorbed by it, likehe side-stepped it, or whatever else thecaster desires.

If the illusion is of something silly,confusing, or extremely contradictory, thenthe Judge should secretly roll an Intuitioncheck for those affected to disbelieve it.

Image Projection. The caster can directhis magical energy to form an identicalimage of himself. For every round he makesa successful spell rank FEAT roll, the imagewill perform as he desires, thoroughlyconvincing most characters that the imageis the caster. This belief is somewhat likethe Illusion spell and should be treated asan illusion for the purposes of combat ortouching the image.

The caster can either use this spell whilehe is visible to create a “double” andconfuse his opponents, or he can hide orturn invisible (if he has that spell) and havethe image replace him.

The creation of more than one image ispossible, but it requires a successful PsycheFEAT roll by the caster for every image madeand each image requires a successful spellrank FEAT roll by the caster for each roundhe is commanding them. The maximumnumber of images a caster can create duringthe use of this spell is the spell rank dividedby 10 (round fractions up).

Immovability. The caster mysticallyanchors himself to a surface, after which heis nearly an immovable object. The 11planting” takes concentration, a successfulspell rank FEAT roll, and one round.

The caster gains body armor equal to thespell rank, and he cannot be Slammed orStunned in combat in any event. He canalso perform magic while “planted” on awall, ceiling, or whatever.

An attacker can destroy the surface thecaster is anchored to only if the attacker’sattack rank or Strength is at least two ranksabove this spell rank and if the attackermakes a successful red FEAT roll.

At the end of the duration of effect, themystical “anchor” disappears, but thecaster can cancel the spell earlier if hechooses.

Invisibility. This spell makes the casterinvisible to others. Any item on the caster’s

person and anyone holding hands with him(and willing to be affected) also becomesinvisible as long as they remain in contactwith him. This spell cannot turn an unwillingcreature invisible.

Being invisible causes no specialproblems for the caster, but anyone elseaffected who is not used to being invisiblewill have a real problem moving about(movement halved), performing thesimplest of actions (-2 CS), and fighting inany fashion (-3 CS for any combat). Itrequires at least 10 rounds of beinginvisible before becoming used to it.

Note: an invisible person can be locatedby persons with superhuman hearing orsense of smell, or by detection powers anddevices that do not depend on sight.

Invisibility-Others. With this spell the castercan make objects not on his person invisibleby touching them. The size of the objectmust be equal to or less than that of amedium-sized car. The caster can attempt tomake other people invisible only if his spellrank is Amazing or better. If the individual is awilling subject, then the caster must make aspell rank FEAT roll. If the individual isunwilling, then the caster must make a spellrank FEAT roll with a -2CS penalty.

Anyone not used to being invisible willhave a real problem moving about(movement halved), performing thesimplest of actions (-2 CS)/and fighting inany fashion (-3 CS for any combat). Itrequires at least 10 rounds of beinginvisible before becoming used to it.

Learning. This spell is used to give thecaster an advantage in combat. It enableshim to quickly learn from his mistakes. Afterthis spell is cast the caster must fight hisopponent for three consecutive rounds(normal combat, magical combat, astralcombat, etc.). When the three rounds havepassed the caster suddenly has insight intohis opponent’s methods of combat andreceives a +1CS when fighting that opponentduring this encounter only. The duration andarea of effect listed on the Magical LimitsTable do not apply for this spell.

If combat is interrupted but laterresumed and the Judge is not sure whetherto consider it one continual encounter ortwo separate encounters, the spell stillapplies if the caster makes a successfulspell rank FEAT roll.

Levitation. This spell enables the caster tomystically rise into the air. A successful

spell rank FEAT roll is required. No furtherFEAT rolls are needed unless the casterdescends to the ground, and then want tolevitate again during the duration of thespell. The maximum altitude a levitatingcharacter can reach is 1 area at Good rank,with an additional 2 areas for every spellrank above Good (thus, a caster with aRemarkable Levitation spell can reach analtitude of 5 areas). The movement speed(rising or descending) per round is 1 areafor a character with Good Psyche with anadditional area for each Psyche rank aboveGood. The character cannot use this spellto lift any weight greater than his normalclothing and equipment. This spell affectsthe caster only.

The character can perform other actionswhile airborne, including combat, but islimited to one spell per round regardless ofthe type of energy (personal, universal, ordimensional). If knocked unconscious whilelevitated, a character will immediately fall tothe ground.

This spell should not be mistaken for theability to fly (see the Flight spell). Levitationonly allows vertical movement. Sidewaysmovement is only achievable by thelevitating character pulling himself along anobject. A levitating character cannot createforward momentum to affect the directionof his ascent. It is always straight up. Whilewind has no affect on a floating caster’sascent direction, it can slow him down ifthe Judge feels it is strong enough.

Link.** The caster can link his mind withother, willing magic wielders, thus giving himadditional power. Up to four magic wielderscan be linked in this manner. For every magicwielder linked to his mind, the caster gains a+ 1 CS to the spell rank of any spell he casts,up to a maximum of Shift X rank. (Exception:this spell cannot increase the rank or effectsof Link spells.) If the spell involves a rangefactor, the range is increased to that of theshifted spell rank. If the spell inflictsdamage, the area of effect and the spellrank is shifted, for purposes of FEAT rolls,but damage is increased by 10 points (not 1rank) for each additional mind linked. (Forexample, if three magic wielders are linkedto a caster with an Incredible rank in EldritchCrystals, he would receive a + 3 CS for thearea of effect and chance of a successfulspell rank FEAT roll, but any damagecaused would be 70 points, not 100.

Only the caster who initiates the Linkspell can perform any actions. All othermagic wielders who are linked must remain

23

Page 24: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

in place and concentrate. If the caster theyare linked to sustains damage, they absorbone-tenth of that damage too, roundeddown. The link also increases the caster’sPsyche for resistance to mental attack. Forevery additional mind linked, apply a +1 CSto the caster’s Psyche when defendingagainst mental attack.

The link is automatically broken if thecaster is rendered unconscious or if heloses control of his own mind (due toConfusion spells, Fear spells, MentalControl spells, etc.)

Luck. The caster can disrupt probabilityfields so that very unlikely events canoccur, somewhat like creating his own luck.For example, he could cause a table tocollapse or a machine to tip over. He cannot cause something to happen if thatevent is impossible; tables can not becreated from nothing, and machines justcan’t cease to exist. When the caster useshis spell, the player describes exactly whateffect is wanted, and the Judge decideswhether or not that effect is within thespell’s power and assigns an appropriateFEAT color. To use the spell the caster mustmake a successful spell rank FEAT roll. Ifthe caster is trying to alter probabilitiesaround magic materials or energies, suchas magical artifacts or temples, apply a - 2CS to the spell rank when making the FEATroll.

Manipulation. This spell creates invisiblemagic tendrils that can manipulatematerials. “Soft” materials, like organictissue and fabric are easily manipulatedwhile “hard” inorganic materials require asuccessful spell rank FEAT roll. No materialcan be manipulated if its Material Strengthrank is greater than the spell rank. Thecaster can easily manipulate the hair orclothing of another character, causing themto constrict or bind the target (Strength forgrappling would equal the spell rank). If thecaster is attempting to affect organictissues or muscles in another creature, thecaster must make a successful PsycheFEAT roll. If successful, the victim mustmake an Endurance FEAT roll or sufferdamage equal to this spell rank. The spellcan only be used on one target at a time.

Matter Rearrangement. The caster canmagically reshape inanimate objects in thesame area that he occupies (ignore normalarea of effect). He cannot change thematerial rank of the object or increase or

decrease the mass. (Examples of how touse this spell include: changing a hood’spistol into a wrench; turning a wooden doorinto a table; altering a bulletproof glasswindshield into a large bulletproof glasssalad bowl; etc. The caster can onlychange objects whose Material Strengthare equal to or less than his spell rank.Once magically altered the item remainsthat way unless this spell is used again.

The Judge should start the caster with asize or mass limitation (“about the size of abread box”) and let him slowly build it up ashe becomes more experienced.

This spell does not penetrate force fieldsof any type.

Mental Barrier. This spell creates amagical invisible headgear which does nothinder the caster’s normal senses. It allowsthe caster to know when someone is tryingto intrude on his thoughts, magically attackhis mind through mesmerism, illusion, etc.It does not indicate who is doing theattacking or intruding, nor does it revealwhat spell is being used.

In the round following the one in whichthe hostile spell is detected, the caster can,secure the barrier, preventing illusions,telepathy, empathy, etc., from affecting thecaster. It also protects him from magicalattacks on the mind (Emotion Control,Confusion, Fear, Mental Control, etc.) bygiving him a +3 CS for any Psyche FEAT rollto resist the attack. While the barrier is upthe caster can perform no spells thatrequire/a great deal of concentration.

Treat the spell rank as body armor for thesake of defense against attempted mentalpenetration by non-magical powers.

The Judge should make sure this spell isnot abused. A character who constantlyhas the barrier up will become easilyexhausted and can even suffer Psyche lossdue to the mind damaging effects of tryingto always be mentally protected. Themaximum safe duration rank is Excellent.

Mental Control. The caster can magicallyattack another character’s mind andattempt to control it. The target must bevisible and the attacker’s spell rank-mustbe equal to or higher than the victim’sPsyche rank to attempt the control. Thecaster must make a successful spell rankFEAT roll to control the target. The victim iscontrolled until the attacker releases him oruntil the duration of effect is up, whichevercomes first. If the victim is ordered to dosomething he would normally be strongly

opposed to, such as hurting himself or afriend, turn himself in to the police (if he’s avillain), etc. he is allowed a Psyche FEATroll, and, if successful, breaks the mindcontrol.

Mental Probe. The caster creates a tiny,magical tendril that can probe anotherperson’s mind. If the caster succeeds in hisspell rank FEAT roll, the probe will revealthe target’s true identity and detailsconcerning it. This spell should not beconfused with Empathy, Mental Control, orother, stronger spells. This spell does notallow the caster to manipulate the target’smind.

Mesmerism. This is a basic magical formof hypnotism that permits the caster tocommunicate with and command specificcreatures of less than human intelligence.To communicate with a creature requires asuccessful Psyche FEAT roll. Commandinga creature is possible only if the caster’sspell rank is greater than the creature’sEndurance rank, and also requires asuccessful spell rank FEAT roll.

The target must be able to see the casterto be affected by this spell. If the caster isaffected by an attack in the round he caststhis spell, the mesmerism is automaticallybroken.

When this spell is obtained, the casterwill be able to mesmerize only one specifictype of animal: mammals, birds, reptiles,amphibians, fish, insects, etc. As hebecomes experienced he can learn how tomesmerize other types (Judge’s discretion).

Mesmermechanism. This spell operates inthe same fashion as Mesmerism, butcommunication and command is betweenthe character and intelligent artificial lifeforms, such as robots and androids. Thecaster’s spell rank must be higher than themechanism’s Reason. A mechanism that hasan organic brain, such as a cyborg, receivesa Psyche FEAT roll to resist this spell: if it issuccessful, the target is unaffected.

Nature Control. The caster can manipulateone of the four elemental materials (fire,water, earth, air) or the weather. In all cases,the spell rank functions as Strength. Acaster with Incredible Strength can lift 10tons; a caster with Incredible earth controlcan use his spell to manipulate up to 10tons of mineral matter. The spell onlyaffects existing elements within the area ofeffect; the caster cannot create elements.

24

Page 25: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

25

Any Nature Control spell can be used asan attack by forming columns of theelements which strike the target; thedamage caused equals the spell ranknumber. A caster can manipulate theappropriate elements within the area ofeffect, but they must be within sight.Affecting anything further away than fiveareas requires a successful yellow FEATroll; a successful red FEAT roll is needed toaffect anything more than ten areas away.

Only non-living, inanimate material canbe manipulated. The player may pick thetype of control his character will possess.

Air Control. By using this spell, the castermay create winds or a partial vacuum.Defensively, thrown objects and missileweapons are deflected (as if the caster wasdodging) and all character’s in the same areaas the caster are protected. Offensively., thisspell creates a whirlwind that functions as agrappling attack. This spell can push objectsaround, using the spell rank as Strength.

Earth Control. This spell enables thecaster to manipulate naturally occurringminerals or items consisting mostly ofminerals, such as concrete, pavement,refined metal, and glass. It does not includeartificially manufactured devices, such asguns or plastic items.

Fire Control. The caster has the spell toincrease or decrease the intensity of anexisting fire, or the temperature of anobject, causing damage up to his spell ranknumber. The caster cannot, however,generate fire from his body.

Water Control. The caster can control themovement of water, creating whirlpools,water spouts, etc, Any boat or ship with aSpeed rank below the caster’s spell rankcan be stopped in the water.

Weather Control. This spell is a uniquecombination of all four elemental controlspells. It allows the caster to manipulatethe weather within his area of spell. Storms,rain, wind, and snow can be summoned.The temperature can be raised or lowered.Lightning bolts can be called down. Eachweather effect requires a spell rank FEATroll to succeed, and causes damage equalto the spell rank if used to attack someone.If the caster is knocked unconscious aftercontrolling the weather, it will return tonormal the following round, unless thecaster is knocked unconscious duringwildly violent weather (storm, tornado,blizzard, etc.), in which case the castermust make a spell rank FEAT roll; ifsuccessful, the violent weather abates, ifunsuccessful, the weather goes wild.

Net. The caster can weave an enchantednet from his magical energy. This netradiates from the caster in all directions,and imprisons anyone within a one arearange, whether it is friend or foe (ignore theusual area of effect). The web is a physicalmanifestation that has a material rank equalto the spell rank. It can be ripped orshredded, and will disappear if the caster isknocked unconscious. The caster canmove when radiating this net only if hemakes a successful red Psyche FEAT roll;the net disappears if he fails the roll. If heteleports out of the net, or in some othermystical way leaves the net withoutphysically moving it, the net will remain inplace and intact for the duration of effect.

Paralyze. This spell creates a magicaltendril that attacks the target’s mind,making him unable to move. If the caster’sspell rank FEAT roll is unsuccessful, thetarget will not even suspect he has beenattacked. It the caster’s spell rank FEAT rollis successful, the target is allowed aPsyche FEAT roll to resist. If the target’sresistance roll is successful, he isunaffected but knows that he has beenattacked. If the target’s resistance roll isunsuccessful, he becomes completelyparalyzed for a number of rounds equal tothe roll of one die, plus 2 additional rounds.A paralyzed character cannot move orspeak, but he can see, hear, smell, and usemental spells (it he has any). Only acreature with a brain (including cyborgs)can be paralyzed. Medical treatmentcannot cure magical paralysis.

Plant Control. The caster cancommunicate with and control all forms ofvegetation within the area of effect. Plantscan be used to attack (damage andStrength or Agility equals the plant’sMaterial Strength + 1 CS, usually Typical orGood), as spies (the caster can verballycommunicate with the controlled plants)and a wide range of miscellaneous uses (asladders, cushions, bindings, etc.).

A magic wielder of a Nature magicschool using this spell shifts the plants’attack abilities up another + 1 CS, and cancommunicate through a chain of plants (forexample, a tree talking to a field of wheat,which asks a moss covered embankmentwhat the caster wishes to know) as well asdirectly with one plant.

Note: Whenever communications wi!hplants occur two things must be kept inmind: plants are not too bright and cannot

Page 26: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

identify things by sight but by feeling theirsize and weight as they pass by; fields andother large groupings of small plants areconsidered as one entity.

Post-cognition. The caster, by remainingimmobile and concentrating fully, can lookback in time, seeing a vision of past events.The maximum area he can observe is hisarea of effect. He cannot be seen by thoseshades of the past and he can hear nosound. This spell requires full concentration.A successful spell rank FEAT roll is required.

The range of time that may be traveledback is 3 months multiplied by the caster’sPsyche rank number. For example, acharacter with an Amazing Psyche (50points) can go back 150 months, or 12years, 6 months. The vision starts at the farend of the time span and runs towards thepresent. If the caster makes anothersuccessful FEAT roll he can “freeze” thevision, or replay an event already shown.He cannot interfere in any way with time,only observe what has happened in thespace he is concentrating on.

Note: The Judge can rule that magicartifacts or ancient rites will allow acharacter to look back over millennia.

Power Block.* The caster fills the area he isoccupying with an enchantment thatprevents the use of all natural non-magicalsuper powers (regardless of origin) with apower rank less than the spell rank of thePower Block. This does not work againstany spell or power that has a rankexceeding the caster’s Power Block spellrank. Technological powers, natural talents,and magic are not affected. Dampenedpowers are returned to normal once thecharacter is out of the caster’s area, butthose powers cannot enter the area andoperate (for example, power beams that arefired into the caster’s area will dissipate).Natural phenomena created outside of thearea, such as a storm delivering lightningbolts, will not affect the caster’s area.

Power Duplication**. The caster canduplicate one of the powers of a beingpossessing natural, non-magical superpowers.The caster must touch thecharacter to use the spell. If the othercharacter is willing, the normal spell rankFEAT roll is not necessary. Only one powercan be duplicated at any one time. Theduplication of power does not remove thepower from the target. The duration, area,and damage of the duplicated power is that

of the caster’s spell rank, not the powerrank of the original power.

The caster can choose the powerduplicated, if the caster knows the othercharacter. If the character who is touched isrelatively unknown to the caster, and thepowers he possesses are not completelyknown, than the Judge should randomizewhat power the caster duplicates.

The caster cannot duplicate magicalspells, talents, artificial abilities (like IronMan’s Strength), or extra limbs or otherextreme physical differences (likeNightcrawler’s tail.)

Protected Senses. The caster creates aninvisible, magical headgear that completelysurrounds the head without hindering hissenses. Four of the caster’s senses (sight,hearing, smell, and taste) are magicallyprotected against damage from attacksbased on sensory overload (such as loudnoise, blinding light, or nauseating smells.)If the caster would normally make a FEATroll to resist one of these sensory attacks,use the spell rank of this spell if it is higherthan the appropriate ability rank. If theability rank is higher, shift the ability rankone column to the right for the resistanceFEAT roll. If the attack normally succeedsautomatically, the spell rank acts like bodyarmor that protects the senses.

Reflective Aura. The caster surroundshimself with an invisible aura that reflectsnon-magical energy attacks back to thesender or device. Energy attacks with apower rank equal to or less than the spellrank literally reflect off him and are directed,in full force, back at the attacker. Energyattacks of a greater spell rank are reducedby one rank for the purposes of damagecaused to the target. This has no effect onmental or magical attacks.

The spell requires full concentration bythe caster. It cannot be used while thecaster is engaged in physical combat.

Resistance Aura. The caster surroundshimself with an invisible magical aura thatprotects him against a specific type ofhostile environment or condition. The spellrank is treated as body armor against thehostile effect.

The following are the most common kindof resistances.

Atmospheric. Resistance to the effects ofall types of gases, spores, and airbornemicrobes.

Cold. Resistance to the effects of cold.

Corrosives. Resistance to acids andcorrosives of all types.

Electricity. Resistance to damagingelectrical currents and lightning.

Heat and Flame. Resistance to fire,flames, and natural or artificial heatsources.

Poison. Resistance to all types of naturaland synthetic poisons.

Radiation. Resistance to a specific typeof radiation, such as gamma rays or cosmicrays. The player and Judge should agreeon a useful resistance.

Solar. Resistance to sun stroke, sunburn,light attacks, and solar radiation.

Sonics. Resistance to all types ofdamaging sonic waves and sounds.

Revival. The spell counters the effects ofother spells that preventing a character fromacting or thinking with complete control.Spells that can be countered by a Revivalspell include Mesmerism, Emotion Control,Confusion, Fear, Illusion, Charm, MentalControl, Paralyze, Forgetfulness, and the like.

If the spell rank of the Revival spell isstronger than the spell rank of the controllingspell, then the controlling spell isautomatically broken. If the spell ranks areequal, a successful spell rank FEAT roll isneeded to break the spell. If the holding spellis a higher spell rank than the Revival spell,then the caster must make a successful spellrank FEAT roll to break the spell subtractingas many ranks from his spell’s normal spellrank as the holding spell exceeds it.

A Revival spell can only be used againsta specific spell enthralling a specificcharacter once a day.

Sensing-Clairaudience. The caster canlisten through any objects or structures thatnormally would baffle sound within aspecific range. The range equals the areaof effect (see the Magical Limits Table). Thecharacter can quickly scan the area of spellfor conversation, unusual sounds, etc., butthe actual area listened to, within his range,cannot be larger than a 20 foot radius.When zeroed in on, sounds from the areacan be heard as if the caster was therehimself. Any sound attack in the area hasfull effect on the character using this spell.

This spell requires a great deal ofconcentration. It can be used simultan-eously only with similar Sensing spells.

Sensing-Clairvoyance. The caster can seewithin a specific range through obstaclesand structures. The range is equal to the

26

Page 27: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

area of spell (see the Magical Limits Table).The character can quickly scan the area ofspell for any unusual activities, but the actualarea focused in on and viewed, within thisrange, may be no larger than a 20 footsphere. It is affected as sight normally wouldbe by darkness, light attacks, and so on.

This spell requires a great deal ofconcentration. It can be used simultaneouslyonly with similar Sensing spells.

Sensing-Danger. The caster can scan thearea of spell using mystic waves that will warnhim of danger. If this spell rank is higher thanthe caster’s Intuition rank, use this spell rankwhen the caster makes Intuition FEAT rolls. Ifthe spell rank is lower than the caster’sIntuition, increase his Intuition by one levelwhen making Intuition FEAT checks.

Sensing-Evil. The caster can mysticallysense the presence of great evil in his areaof spell. This includes the presence of evilcreatures (demons, evil magic wielders,super villains bent on destruction, etc.),artifacts of evil design or exceptionally evildeeds. This spell is automatic (FEAT rollsare not needed). As the caster gets closerto the source of the evil emanations, hissensing gets stronger. Thus, he can usuallyroot out the evil if he goes looking for it.

If the spell duration is permanent, thespell functions constantly, even when thecaster is asleep.

Sensing-Fields. The caster can magicallydetect the presence of force fields, magicalor otherwise in the area of effect. Thecaster must make a successful yellow FEATto detect fields smaller than man-sized atranges greater than five areas. At ranges ofa mile or more, the caster must make asuccessful red FEAT to detect fields smallerthan building-sized.

Unlike some of the other sensing spells,this spell does not require a great deal ofconcentration.

Sensing-identity. The caster can mysticallyscan the mind of anybody he can see withinhis area of spell and determine that person’strue identity. If the target is another magicwielder or a character with mental powersof any kind, he is allowed a Psyche FEAT rollto resist the probe. If the resistance FEATroll is successful, he is unaffected.

Sensing-Mystical Detection. The caster issensitive to the use of magic. He candetect magic use and its specific source

within the area of effect. Among thespecific things he can detect are:magicians casting spells, magical itemsthat are being used or that have aprotective spell cast on them, magicalportals, and magical creatures.

Unlike some sensing spells, this spelldoes not require a great deal ofconcentration.

Servant. The caster can summon forth hisown, personal servant to do his bidding.This servant will require quite a bit ofJudge’s discretion as to its nature, abilities,spell, etc.

The servant’s abilities are generated as forany other character. The Judge then gives ittwo spells, and gives it an origin appropriateto the character it serves. Various types ofmagical servants exist, including jinn,demons, familiars, ghosts, and the like. Theservant is obedient, helpful, and useful. Thecaster can automatically talk to or otherwisecommunicate with the servant.

This spell cannot use human beings asservants.

Shape-Shifting, Limited. The caster canmystically change into the shape of oneanimal, plant, or object of his choice. Theexact creature or object must be specifiedwhen the spell is first learned andwhenever the character changes, it is intothat shape. Changes to the shape areautomatic, but to become a perfectduplicate, complete with its abilities,requires a successful spell rank FEAT roll.The caster cannot change into anothersuper powered character.

A shape-shifted magic wielder can onlyuse spells that rely on his own personalenergy. Universal energy spells anddimensional energy spells are not usableunless he is in his natural state.

Shape-Shifting, Unlimited*. The caster canmystically change into the shape of anyanimal, plant, or object he wishes. He retainshis normal size and mass, unless he also hasthe Growth or Shrinking spell. Changes to athe shape are automatic, but to become aperfect duplicate, complete with its abilities,requires a successful spell rank FEAT roll.The caster cannot change into anothersuper powered character. The caster canalso shape-shift other, willing characters, butmust make a successful spell rank FEAT rollwith a - 1 CS penalty to the spell rank.

The caster retains his normal con-sciousness and can magically see and

hear, even if in an “inanimate” form.A shape-shifted magic wielder can only

use spells that rely on his own personalenergy. Universal energy spells anddimensional energy spells are not usableunless he is in his natural state.

Shield-Aura. The caster surrounds himselfor another character with a shining aurathat acts as body armor against all forms ofattack. It does not hinder the caster in anyway. An aura shield has an armor rankequal to the spell rank - 1 CS. If it is hit byan attack with a higher power rank it isshattered and disappears, though nodamage reaches the caster during thatround. Only one aura shield can surround acharacter at any given time.

Shield-Great. This shield protects an area.Unlike the other shields, the great shield isimmobile and the caster assigns it to a fixedposition when he casts it. The size of thegreat shield can be anywhere from the sizeof an individual shield up to a plane that is 1area wide and 3 stories tall. It can be locatedanywhere within the area of effect, but thecaster must see the location to place it. Thegreat shield has an armor rank equal to thespell rank + 2 CS. It is usually transparent,but strange runes can be seen scrawledaround the edge. If it is struck by an attackwith a higher power rank it is shattered anddisappears, though no damage penetrates itto harm the caster during that round.

A caster can have only one great shieldin effect at any time.

Shield-individual. The caster create asorcerous shield to protect himself. Theshield has an armor rank equal to the spellrank. This shield is usually invisible to all butmagic wielders and can be projected outaway from the caster’s outstretched hand afew feet. The caster moves the shield toblock attacks. If the caster is attacked froma number of sources at once the shield willonly protect him from one attack. If thecaster is surprised, or if the attackingcharacter succeeds in targeting a magicalbeam or bolt as a bull’s-eye, it means thecaster could not move his shield fastenough to deflect the attack. If the shield ishit by an attack with a higher spell rank itshatters, though no damage penetrates it toharm the caster during that round.

The caster can also use this spell toencircle himself with four weaker shields(armor rank equalling the spell rank -1 CS).

If any of the shields are broken, the

27

Page 28: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

remainder are unaffected. The castercannot leave the circle of shields until theydissipate or are destroyed.

Shield-Multiple**. This spell usesextradimensional energies to create aMultiple Shield. It is identical to an IndividualShield, except that there are actually multipleshields behind the one that appears. Forevery spell rank above Good, the caster hasanother Shield that immediately appearswhen the previous shield has been shattered.For example, a caster with a Remarkablespell rank has three Individual Shields, oneright behind the other to protect him.

If the outermost shield is struck by anattack that is at least two ranks higher thanthe shield rank, one or more inner shieldsare also broken; if the attack is 2 rankshigher, a second shield is broken, at 3ranks higher, a third shield, and so on. Nodamage will reach the caster in the roundthe last shield is broken.

Shrinking. The caster can mystically shrinkhimself. The limit depends on his spell rank,and is listed on the Magical Size Changestable, under the Growth spell. The caster’sStrength rank is unaffected by size reduction,but he gets a +1CS when attacking, andopponents have a -2CS when they attackhim. Damage caused is as normal. Areaeffect attacks do not use these modifiers.

Shrinking Others. The caster has amagical spell that is almost identical to theShrinking spell, but instead of being able toshrink himself, he can shrink othercharacters and objects.

If the character to be shrunk is willing,then the caster must make a successfulspell rank FEAT roll to shrink him. Thecharacter will regain his normal height afterthe duration of spell or when the casterwishes, whichever comes first.

If the character to be shrunk is notwilling, then not only does the caster haveto make a spell rank FEAT roll, but thetarget is allowed a Psyche FEAT roll toresist the effect (see the Magic EffectsTable). The target will return to his normalheight after the duration of spell or whenthe caster wishes, whichever comes first.

If an object is to be shrunk, its materialrank must be equal to or less than this spellrank. To shrink an object, the caster mustmake a successful spell rank FEAT roll. Theobject will return to its normal size onlyafter the duration of effect has lapsed.Static Field. The caster can set up an

invisible static field with his magical energy.This field, which blankets his area of effect,disrupts television, radio, CB, walkie-talkie,and other broadcasting devices. It alsodisrupts all closed-circuited monitoringsecurity systems and scanners, mostcomputer systems, robotic “brains”, andany other highly sophisticated electronicdevices. The field moves with the casterand once an item is outside the field, itworks as before.

Any attack that uses broadcast power,such as a maser (microwave), must punchthrough the field first. Treat the spell rank asbody armor for purposes of defense.

Telekinesis. The caster can use hisUniversal or Dimensional energy to moveobjects within the area of effect. He mustsee the object to initially move it, but oncemoving he can keep it moving if he losessight of it. However, if he drops an objecthe cannot see, he cannot lift it again. Thespell rank determines how much weightcan be moved, as if it were Strength.

This spell can be used to attack in twodifferent ways. The caster can ensnaresomeone telekinetically; the victim isconsidered grappled by a Strength equal tothe spell rank, The caster may also form atelekinetic fist and attack from a distance (butwithin the area of spell), making a PsycheFEAT roll to hit his target. This will causedamage equal to the attacker’s Psyche rank.

Telepathy. The caster can direct hisUniversal or Dimensional energy broadcasthis thoughts to others and to read ‘ theirthoughts. The person receiving the caster’sthoughts is not forced to respond. Ifattempting to communicate with a being ofa higher Psyche rank, the caster must makea successful spell rank FEAT roll. While thisspell is mainly communicative it is also asupport spell which adds a + 1 CS for any ofthe following spells used by the caster at thesame time as he is using Telepathy: MentalProbe, Mental Control, and Mesmerism.

Teleportation*. The caster can channel hisUniversal or Dimensional energy into aspecial type of movement that allows himto travel instantaneously from one spot toanother without physically crossing any ofthe space between. The caster can teleportas far as his area of effect allows. If thecaster is familiar with the location he isteleporting to, or is able to see it, then heneed make no FEAT roll. If he is attemptingto teleport into an unknown location he

must make a spell rank FEAT roll. A failedroll means he could not complete themovement and was “bumped” back to hisoriginal point of departure.

If a caster tries teleporting into a solidobject (because he is unaware of itspresence) he must make an Endurance FEATroll; if this roll fails, he materializes outside theobject but suffers damage equal to thematerial rank of the object. The character isautomatically slammed (1 area) and may bestunned (make a FEAT roll for exact result).

The visual effects that accompanyteleporting (vapors rising, flash of light,slow fade out, etc.) are up to the player.

Tongues. The caster mystically alters hissenses so he can read, write, speak, andhear unknown language spoken or writtenin his presence. The area of effect has nosignificance with this spell. If the languageis native to his world, no FEAT roll isneeded. If the language is an alien one, hemust make a successful spell rank FEATroll to be able to comprehend it.

Trance. The caster has two options withthis spell, he can mystically slow down orspeed up his metabolism.

The slowed metabolism reduces thepotency of any poison in his body (- 3 CS).The character can almost hibernate, thuslasting longer on fewer supplies in harshclimates, The character can feign death andhas a chance to fool even the best doctorsinto believing he has died; feigning deathrequires a successful spell rank FEAT roll.While the caster’s body metabolism isslowed down, healing is also slower (one-halfhis Endurance rank number per day).

The accelerated metabolism speeds upmedicinal drugs injected into the caster’ssystem, thus doubling the effects ofhealing. He can feign a fever, heart attack,and other maladies.

Once the character has started hismystical trance he cannot move or do anyaction except concentrate. He can comeout of the trance whenever he desires, butit takes 2 rounds for his body to return tofull consciousness.

Transformation. The caster can, upon asuccessful spell rank FEAT roll, magicallyturn his body into another substance,retaining his own shape. There is a 15%chance that this spell is the type that cantransform the caster into any substance hewishes. Otherwise the caster must pick oneof the transformations listed below. In his

28

Page 29: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

altered form, the caster may assume theproperties of that material: water flows,energy travels at the speed of light, fireignites flammable materials, and so on. Ifthe form is solid or sonic, the caster canuse its material rank as body armor.

Darkforce. A caster who transformshimself into the Darkforce can drain Healthpoints equal to the spell rank by touchingor enveloping the victim. This requires theuse of dimensional energy.

Energy. There are many optionsavailable: solar, electrical, various types ofradiation, etc. The Judge should assign anyspecial abilities that are unique to theparticular energy’s nature.

Fire and/or Heat. The caster has limitedbody armor equal to the spell rank againstweapons that melt or burn. The grasp of acharacter transformed into fire causesdamage equal to the spell rank number andcan ignite flammable items.

Gas. The caster decides on whether hewishes to be air, smoke, toxic gas, etc.Nothing affects the gaseous caster thatwould not normally effect gas (but his mindcan be attacked by mental spell).

Ice. The caster can freeze anythingfreezable. His grasp causes damage equal

to the spell rank number, when he istransformed.

Metal or Mineral. Among the options aresand, steel, diamond, etc.

Sound. The caster’s body can becomposed of “living sound”, very similar tothe villain Klaw. He has mass, so he can betouched or hit, but the only environment heneeds is some type of matter around him, amedium through which sound can travel.Sonic attacks will have no effect on him.

Water. The caster can retain his bodyshape, or collapse and flow through smallopenings and cracks. Body armor alsoequals spell rank because attacks passright through him (except for heat attacks,which cause full damage or electricitywhich causes half of its normal damage.)

Trap. The caster uses this spell it heexpects to be mentally attacked (magical orotherwise). Once set, the trap will last for 5rounds (ignore the normal duration of spell)or until the character is successfully struckby a magical mental attack or other form ofmental probe. When this happens, thecaster must make a spell rank FEAT roll. Ifhe succeeds, the caster’s stored magicalUniversal or Dimensional energy lashes

out, causing damage to the attacker’s mindthat is equal to the trap’s spell rank. If hefails, the attack against the caster will besuccessful, but apply a - 2 CS to the spellrank of the hostile spell.

Vapors-Enhancement. The caster canconjure forth magical vapors, which pourout from around his feet, hands, or justsuddenly begin to swirl in the air (caster’sdiscretion). These vapors are thin and wispyand constantly swirl around the caster’sbody. During the duration of these vaporsone of the caster’s abilities is enhanced; theplayer picks the ability when the characterobtains the spell-it can be Agility, Strength,Endurance, or Psyche). The caster can thenperform as normal without having toconcentrate on his enhancement. If the rankof this spell is higher than the caster’snormal ability, use the spell rank. If theability is higher than the spell rank, add onerank to the ability when using this spell.

Vapors-Obscurity. The caster can conjureforth magical vapors, which pour out fromaround his feet, hands, or just suddenlybegin to swirl in the air (caster’s discretion).The vapors resemble dense smoke of acolor specified by the caster. They fill thearea he is occupying in one round. Thecaster can continue to fill areas at a rate ofone per round until some or all of his areaof effect is full. These vapors preventanyone from seeing the caster, and evenradar, sonar, and infrared devices cannotpenetrate them. The caster, on the otherhand, can see through the vapors perfectly.

The effect that the vapors have oncombat is to provide the caster with a + 1CS when striking an opponent who is in thevapors and to penalize the opponent with a-2 CS Shift for striking at the caster, whilethe opponent is in the vapors.

Vapors-Sleep. The caster can conjureforth magical vapors, which pour out fromaround his feet, hands, or just suddenlybegin to swirl in the air (caster’s discretion).These vapors resemble soft, billowy, whiteclouds and will only cover the caster’simmediate area (if the spell rank is Good orless) or the caster’s area and one adjacentarea of his choice (if the spell rank isExcellent of better). The vapors are not ofsufficient density to affect anyone’s vision.

Everyone but the caster who is in thevaporous area(s) must make an EnduranceFEAT roll or fall asleep for 1-10 rounds plusan additional 2 rounds. Loud noises, being

29

Page 30: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

nudged, and other “awakening” conditionswill arouse the characters affected. Thesevapors only last for one round, thendissipate.

Vapors-Resist Death. The caster canconjure forth magical vapors, which pourout from around his feet, hands, or justsuddenly begin to swirl in the air (caster’sdiscretion). These vapors will only coverone individual the caster chooses withinthe area of spell. This character must bedying or dead for no more than 2 roundswhen the spell is cast. These extremelypowerful vapors will bring the character upto 0 Health points and keep him there (if hehas died) or will freeze him at the level of hiscurrent Health and Endurance. This“freezing” of the character will last for theduration of effect and allows for time totreat his wounds or the condition which iskilling him (taking him to a hospital,applying spells that heal, etc.)

Once applied, these vapors wrap thetarget in a black, swirling shroud. The targetremains unconscious while in the vapors.

The caster can dissipate the vapors atwill. Once gone, by the caster’s will or atthe end of the duration of spell, thecharacter starts dying and must follow theprocedure on page 11 of the MARVELSUPER HEROES Game Battle Book.

If the character the caster is trying tosave has been dead for over 2 rounds, butless than 3 hours, the caster can try tocreate a special, potent vapor which willhave the same effect as described above.To create this special vapor requires thecaster to make a spell rank FEAT roll anddeduct one rank from his Psyche (for aweek) whether he succeeds in the spell ornot. The caster can keep attempting thisspell, but must deduct the Psyche rankeach time he tries. If his Psyche rank dropsto Feeble or below, due to the exercising ofthis spell, he permanently loses a Psycherank.

Wave. The caster unleashes a sorcerous“wave” of mystical force causing damageequal to the spell rank. The wave can belinear and directional or cover the completearea of spell, effecting everyone andeverything in its range. Whenever a wave ofRemarkable intensity or higher ripplesforth, all in the area(s) must make an AgilityFEAT roll to remain standing, otherwisethey fall to the ground. The duration of thewave is one round.

Enhancement Spell

This spell is presented out of alphabeticalorder because it is one that a playercharacter would not normally obtain for hisown use. This powerful enchantment isused by the Judge to create magicallyenhanced characters-Altered Humans ofmagical origin. The Judge can use this spellto create player characters as well asNPCs.

To create a character, roll percentile diceon the Magical Enhancements Table for thetype of enchantment, then again on theSpecial Conditions Table for specialconditions of the enchantment. Read andnote any descriptions below the Tables. Ifthe character is granted a power, go toStep 5 to determine the power’s “school” ,then to Step 6 and treat the power aspersonal energy. If no powers have beengranted, determine the enhanced abilities,then go to Step 7.

Magical Enhancements Table

Dice Roll Enhancement

01-10 Raises 1 select ability by I rank*11-25 Raises 2 select abilities by 1

rank each. *26-40 Raises 2 random abilities by 2

ranks each*41-60 Raises 2 random abilities by 2

ranks each* and grants onemagical power

61-75 Raises 2 select abilities by 2ranks each*

76-90 Raises three random abilities by2 ranks each*

91-95 Raises 3 select abilities by 2ranks each*

96-98 Raises 3 random abilities by 2ranks* each and grants onemagical power

99-00 Raises 3 select abilities by 2ranks each* and grants onemagical power

*Abilities have an upper limit of Amazing: anyenhancement above Amazing is ignored.

Raising a select ability indicates that theplayer can choose the ability he wantsraised. The ability is then increased.

Raising a random ability indicates thatthe referee should roll a die randomly forthe ability that will be increased: 1 or 2 =FIGHTING, 3 or 4 = AGILITY, 5 or 6 =STRENGTH, 7 or 8 = ENDURANCE, 9 =

REASON or INTUITION (player’s choice),and 10 = PSYCHE. It is then increased.

Granting a magical power indicates thatthe character has been imbued with onemagical power that uses personal energies(roll on the list of personal spells).

Special Enhancement Conditions

DiceRoll Special Conditions

01-60 No special conditions, abilitiesand/or powers are permanentlyimbued.

61-70 Abilities and powers are onlyeffective during certain timeperiods.

71-80 Abilities and powers require self-sacrifices to maintain.

81-90 Abilities and powers require akeyword or gesture to activate.

91-00 Abilities and powers require acondition laid down by the Judgeto maintain.

No special conditions indicate that thecharacter’s enhancement is constant andpermanent.

Effective during certain time periodsindicates that the powers only work duringnight, do not work for more than 8 hours ata stretch, or whatever period the Judgedecides.

Requires self-sacrifices to maintainindicates that something must be given upby the character to keep his magicalenhancements. Possibilities includesacrificing wealth (character must notexceed a Resource rank of Poor), hispersonal life (no secret identity allowed),friends (character is thought of as a rogueor questionable hero, at best), and so on.The Judge makes the final decision).

Keyword or gestures indicates thecharacter can only increase his abilitiesand/or gain his power when he performs acertain gesture or says a keyword, such as“By the Mists of Merlin, let the SilverSorceress appear” or some symbol mustbe displayed (Judge’s discretion). Thecharacter would then be magicallyenhanced for a set time period, say 1 day.

Conditions laid down by the Judgeindicates some other requirement thanthose listed beforehand must exist for thecharacter to become enhanced (Judge’sdiscretion).

30

Page 31: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

HOW SPELLS ARECASTWhen a spell or magical power is used,there are four factors to consider: the rankof the spell or power; whether or not PsycheFEAT rolls are involved; column shifts due tospecial circumstances affecting the casteror target; the type of energy used.

Spell Rank

As is explained in the Character Generationsection, each spell or power has a spellrank assigned to it, rolled randomly whenthe spells are selected; random spell ranksrange from Good to Amazing. Spell ranksare used in the same way as power ranksfor non-magical powers. The spell rank of aspell, enchantment, etc., at the time it isused, dictates, if applicable, the duration ofeffect, area of effect, and damage potentialof the spell. This information is given in theMagical Limits Table.

Note that as the spell ranks of thecharacter’s individual spells increase, hebecomes increasingly potent. A magicwielder with an Unearthly spell rank incertain spells can affect whole planets. Amagic wielder with only a Good spell rankin the same spell may have difficultycasting it. In some cases a caster must betouching an object to cast a spell on it; ifthe object is very large, the area of effect islimited to the caster’s arm span.

The original spell rank of any spell maybe modified due to circumstances; seeTarget Column Shifts, below.

A magic wielder can attempt to cast hisspells at less than their maximum effect(see Voluntary Reductions in Spell Effects,in the MAGIC USE AND COMBAT section).

Table 0.1: Magical Limits

Spell Duration AreaRank of Effect of Effect Damage

Shift 0* Can’t Cast None NoneFeeble* 1 round Touching 2Poor* 1 round Touching 4Typical* I round Touching 6Good 1 round User’s Area 10Excellent 10 rounds 1 area 20Remarkable 1 hour 2 areas 30Incredible 1 day 5 areas 40Amazing 1 month 12 areas 50Monstrous 1 year 10 sq. miles 75Unearthly Permanent 1 planet 100Shift X Permanent 1 planet 150Class 1000** Permanent 1 dimension 1000

* Ranks of Typical or less are possible

only due to negative column shifts.** Spells and abilities below Class 1000rank can be increased by column shifts to amaximum of Shift X. Spells and abilitiesless than Class 1000 rank cannot beincreased to Class 1000 by column shiftsregardless of the number of column shiftsthe caster or target receives. A negativecolumn shift reduces Class 1000 spells andabilities to Unearthly, not Shift X.

Psyche FEAT Rolls.

Some spells used to attack or controlanother being allow the target a PsycheFEAT roll; in these cases, the target isunaffected if the FEAT roll is successful. Thisis only true for spells which use personal anduniversal energies. Dimensional energyenchantments do not allow the target toavoid the effect with a Psyche FEAT Roll.

Target Column Shifts

The third factor affecting a spell’seffectiveness is the target itself. Table 0.2:Casting Shifts lists the column shifts thatapply to spellcasting because of certainproperties of the target. All column shifts startat the current spell rank of the spell being usedand shift either to the right (plus) or left (minus).

Shift the spell rank column for everycolumn shift modifier that applies.

Table 0.2: Casting Shifts

ColumnShift Condition That Applies

-2CS If the target is an item or beingmore than 30’ tall (3 stories) or atleast 2 areas wide.

-1CS If the target is a creature or beingfrom another dimension.

-1CS To a target’s Psyche FEAT roll (tosave himself from an attack,control, etc.) if the attacker has astronger Psyche.

-1CS To the spell rank of a caster’sallowed personal or universal spellif the caster fails in an attempt tocast two spells this round (seeNumber of Spells Allowed PerRound in the MAGIC USE ANDCOMBAT section.

- 1 CS If the caster is engaged in astralcombat (see Astral Combat in theMAGIC USE AND COMBATsection.

Variable If a caster is attempting to breakor alter an existing spell cast byanother magic wielder, applycolumn shifts based upon whichsorcerer has the higher spell rankinvolved. If the magic wielder whocreated the spell has the higherrank, apply a -1 CS for each rankthe creator has above thebreaker’s spell rank. If thebreaker’s spell rank is higher,apply a + 1 CS for each rank thebreaker has above the creator’sspell rank.

+1CS To a target’s Psyche FEAT roll (tosave himself from an attack,control, etc.) if the defender has astronger Psyche.

+1CS To any spell used against a targetthat is considered “vulnerable” tothe caster’s particular school ofmagic (order vs. chaotic magic,etc.)*

+ 1 CS To any spell used in an area that isconsidered beneficial to thecaster’s school of magic.*

+2 CS If the spell is cast during a cere-mony. * *

+2CS If the spell being used waslearned, during the gamecampaign, from an ancient book.

+3 CS If the target is willing to be affectedby the spell. This shift applies only ifthe target is truly willing. This shiftdoes not apply if an otherwiseunwilling target is under some formof mental control.

31

Page 32: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

* = For more on schools of magic and thebonuses and vulnerabilities thataccompany them, see the CharacterGeneration Section.

** = A ceremony or rite is a pre-plannedspell, complete with candles, spices, andall the other necessary magicalimPlements. If a ceremony or rite isrequired for use of a spell, it will be notedas such in that spell’s definition.

Differences in MagicalEnergies

Personal Spells. If a FEAT roll is requiredof the spell, any green, yellow, or red resultindicates success. Personal energy spells,because they primarily affect the user, areusually “quiet” spells and enchantments,that is, no chanting or special gestures arerequired.

Universal Spells. These spells, becausethey can affect others, sometimes allow fora Psyche FEAT roll by the target to reduceor ignore the affect of the spell. Universalenergy spells draw on the ambient energyfound in this universe, and a brief chant orgestures are sometimes used by the caster.

Dimensional Spells. These spells areunique. They all draw the energy neededfor the spell from another dimension andthey require a special spell rank FEAT roll totap the dimensional energy.

Group Spells. These spells allow thecaster to select from a collection of similarpersonal and universal energy spells; thespells available in each group spell arecalled “sub- spells.” Each day, a magicwielder must choose one sub-spell listed inhis group spell; the one he chooses is theonly sub-spell he can use from that groupthat day. A magic wielder is allowed tochoose the same or a different sub-spelleach day (note that the length of a “day”can be very different in other dimensions!).

The spells within a group use the samedefinitions as the personal or universal spellof the same name, with three importantdifferences: group spells use dimensionalenergy; a FEAT roll is only successful on ayellow or red result; the target of a groupsub-spell is not allowed a defensive PsycheFEAT roll to avoid the effect, no matter whatthe normal personal or universal definitionof the spell says.

Entreaty Spells. These spells request anextra-dimensional being, artifact, or entityto allow its energy to be used by the casterfor completion of his spell. These require

the caster to call out the name of the beingentreated, usually in some prosaic chant(the player does not have to do this aloud!).The Miscellany of Mysticism features asection on these entities, their intentionsand inclination towards order or chaos, andsome of the more famous entreaty spellsassociated with them. The player tells theJudge the desired effect of the entreatyspell and the Judge assigns a colored FEATroll result that he feels is appropriate forsuccess. The player must then make aFEAT roll that equals the assigned result inorder to succeed. The Judge can use hisdiscretion in assigning FEAT colors, but thefollowing guidelines are suggested:

FEAT EffectRequired* Desired

Green Entreaty duplicates effect of aPersonal or Universal spell.* *

Green Entreaty spell is one normallyassociated with the being (seeBook 2 for associated spells).

Yellow Effect desired is not one nor-mally associated with thebeing, but not contrary to itsnature or purpose.

Red Effect desired is contrary to thebeing’s nature or purpose.

* Assumes that the being entreated isfriendly to the caster or his school. If thebeing is neutral, increase the FEAT resultneeded by one color (from Green to Yellow,for example). If the being is hostile to thecaster, increase the FEAT result by twocolors (from Green to Red, for example). Anincrease beyond Red is not possible.

** Assumes that the effect does notduplicate any group sub- spell that thecaster has chosen for that day’s use (seeGroup Spells). If the effect duplicatedwould normally allow a Psyche FEAT roll toavoid its effect, the target is allowed theFEAT roll.

If an entreaty FEAT roll is successful, themagic wielder has successfully tapped thedimensional energy. Usually, sorcerers willget best results by using dimensionalenergy from friendly sources-, but asexplained in the Miscellany of Mysticism,some entities are neutral (not tendingtoward order or chaos), meaning that theycan be called on at any time by any magicwielding character, despite his tendencytowards order or chaos.

A player might not always have to makea FEAT roll to use an entreaty spell. Forevery entreaty being a player rolls, theJudge should assign at least one spellconnected with that being that thecharacter can automatically use. However,this “automatic use” is allowed only forbeings and spells that correspond to thecharacter’s school of magic. If the firstentreaty being rolled is hostile or neutral tothe character’s school, the Judge shouldsubstitute a friendly being instead.

Gaining Special AttentionFrom Extra-DimensionalBeings

Sorcerers often call upon extra-dimensional beings, dimensions, andsources of power to tap the energy neededto cast dimensional spells. Such entreatiesare so common that extra-dimensionalbeings seldom investigate the identities andmotives of the magic wielders who callupon them. However, the possibility of suchinvestigation always exists if a magicwielder is calling upon a being notassociated with his school of magic or if heis abusing the power of an otherwisefriendly being. When an extra-dimensionalbeing does take special notice of a sorcerer,it will almost always do so in order to put apresumptuous sorcerer in his place.

Making Attention Checks. Gaining thespecial attention of extra-dimensionalbeings is a problem usually faced only byAdept, Master, or Sorcerer Supreme levelcharacters; Novices and Disciples aregenerally not powerful enough to provoke ahostile reaction from extra-dimensionalbeings. (See Book 2 for an explanation ofthese levels of mystic mastery.)

When an Adept, Master, or SorcererSupreme successfully makes an entreaty toa being that is neutral or hostile to thesorcerer’s school of magic, the Judge mustsecretly make a FEAT roll on the Typicalcolumn; the character is not allowed tospend Karma to influence the Judge’s roll.If the being is neutral to the magic wielder’sschool, the being will take notice on a RedFEAT roll. If the being is hostile to thecaster’s school, the being will take noticeon a Yellow or Red FEAT roll. The being willthen either attack him, send him on amission, restrict the further use of thatspell, or just keep the character in mind forfuture reckoning (Judge’s discretion basedon what the intent of the spell is, who is

32

Page 33: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

33

being called, how often the spell is used, ifthe character has been noticed before, etc.)

Each time a magic wielder increases hisspell rank in a neutral or hostile entreatyspell, the Judge should increase the rankfor being noticed by the neutral or hostilebeing by one rank. (As can be seen, themore powerful a magic wielder becomes,the more dangerous it is for him to callupon neutral or hostile extra-dimensionalbeings.)

Abusing Dimensional Entreaties. If amagic wielder flagrantly abusesdimensional entreaties (by calling upon thesame neutral or hostile being more thanonce per day, or more than five times in oneweek) the Judge can rule that the being’sreaction is automatically hostile (no FEATroll needed). The same procedure can beused if a character abuses entreaties to abeing usually friendly (such as a “good”

sorcerer using entreaties to a good being toachieve evil goals.

Codex of Characters and Creatures.When the Adepts, Masters, and SorcerersSupreme listed in Book 3 makedimensional entreaties to neutral or hostileextra-dimensional beings, the Judgeshould make Typical FEAT rolls to see if thebeings have hostile reactions. If a characterincreases an entreaty spell rank above thatlisted in Book 3, the Judge should increasethe FEAT roll as usual.

Countering or Altering Spells

Unless otherwise stated under the spell’sdescription, spells can usually be broken oraltered by a magic wielding character whomeets the following restrictions: thecharacter attempting to break the spellmust have knowledge of or access to thespell that he is attempting to break or alter(he cannot attempt to break a spell he hasnever or seldom experienced); thecharacter attempting to break the spellmust make a successful yellow PsycheFEAT roll. Also see the previous modifiersection for modifying column shifts whenattempting to counter or alter a spell.

A character cannot counter a spell thatuses energy unavailable to him (forexample, a character who cannot usedimensional energies cannot attempt tocounter a dimensional spell.

Page 34: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

MAGIC USE AND COMBATThe rules in this section are particularlyimportant in combat situations.

Number of Spells Allowed Per Round

Personal and Universal Spells. A magicwielder can normally cast one personal oruniversal spell per round. However, at thebeginning of the round, the magic wieldercan announce that he will attempt to casttwo spells that round. He then makes anAgility FEAT roll. If he obtains a Red result, hecan successfully cast both spells. If the FEATroll fails, he is limited to one spell that round,and a -1CS is applied to the spell rank (in hishaste, he has garbled the spell slightly).

If the sorcerer succeeds in his attempt tocast two spells in one round, he can casttwo personal or two universal spells, or oneof each type.

A magic wielder cannot cast adimensional spell in the same round that hecasts a personal or universal spell.

Dimensional and Entreaty Spells. Amagic wielder can cast only onedimensional spell (including entreaty spells)per round, and cannot cast a personal oruniversal spell in the same round that hecast a dimensional spells.

Group Spells. Group spells usedimensional energies, and only one groupsubspell can be cast per round.

Distracting Situations

If conditions surrounding a spellcaster areextremely distracting, he must make aPsyche FEAT roll to get his spell off in oneround. If he falls the FEAT roll, the spell willtake two rounds to cast. Distractingconditions may include:

*Caster has been affected by anopponent’s spell or attack this round.

*Caster’s friend or loved one is in dangerof immediate death.

*An innocent bystander is in danger ofimmediate death (evil spellcasters aregenerally not distracted by this).

*Caster’s mind has been affected bytravel in a sanity-bending or sanity-threatening dimension (see Book 2).

The Judge can define other events asdistractions. Note that evil spellcasters often

endanger bystanders or the loved ones of anopponent in order to gain time to escape orto put their opponent at a disadvantage. TheJudge should not delay the spellcasting ofheroes who are trying to rescue endangeredheroes or innocents, but should delay thespellcasting of a hero who ignores thedanger to others and continues the battle.

Casting Shifts andModifications.

Previously discussed column shifts and mod-ifications (a target’s Psyche difference and thedistraction of the spellcaster being the twomost important) are applicable in combat.

Timing of Spell Effects

Spells drawing upon personal or universalenergies go into effect during the magicwielder’s part of the round. Dimensionalenergy spells, because they require a fewmore seconds to tap into the dimensionalenergy flow, do not go into effect until theend of the round; however, the dimensionalspell of a caster who won initiative goesinto effect before the dimensional spell of acaster who lost initiative.

Astral Combat

A favorite tactic among sorcerers of “white”or “order” magic is astral combat. Astralcombat occurs when the combatants arecapable of Astral Projection and choose toenter the astral plane and use it as theirbattlefield. Magic works for a sorcerer whilein astral form and astral combat can bedevastating for the combatants while notaffecting anything in the physical plane (the“real world”); however, a character who isin astral form can still control his magicalitems (if any) on the physical plane.

Astral combat cannot be seen, heard, orfelt by those not in the astral plane, so no onein the real world even knows combat is hap-pening (which is. why the “white” sorcerersprefer it, to save lives and reduce damage).

Note: The rule on astral combat notaffecting the physical plane is true for theEarth dimension, but does not alwaysapply to other dimensions. Somedimensions are so structured as to allowspells from the astral plane to enter andaffect the physical plane.

Magic wielders are usually less powerfulwhen in the astral plane than when in thephysical plane. Apply a - 1 CS to the spell

rank of any spell cast by a magic wielder inthe astral plane.

A character cannot use his Astral pro-jection spell to force an unwilling opponentto enter the astral plane for astral combat.

Voluntary Reductions in Spell Effects

A character usually casts spells at fullpower-the maximum rank available for thespell. However, a magic wielder can attemptto “pull his punch”, that is, reduce the effectof a spell he casts. If a magic wielder wantsto reduce the effect of an attack or otherspell, the player must first make the usualFEAT roll for success (if a FEAT roll isrequired), then make a separate spell rankFEAT roll to reduce the effect. If the reductionFEAT roll succeeds, any or all of the effectsassociated with the spell (duration of effect,area of effect, damage) can be reduced. Acaster can reduce some of the associatedeffects, while leaving others at maximum.The caster can also reduce the color of theresult on the Universal table by one color(from red to yellow or from yellow to green).A failed reduction FEAT roll means that theeffort to control the spell failed and the spellwas cast at maximum rank.

34

Page 35: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

USING THE MAGICEFFECTS TABLEMagical combat is somewhat different fromother forms of combat. In magical combat,strength of mind and willpower are the keyto victory, and physical combat betweenmagic wielders is rare. The Magic EffectsTable included here reflects thosedifferences. It includes new results that arespecial to magical combat and alsoreplaces some of the effects shown on theBattle Effects Table.

The Magic Effects Table is used in thesame way as the Battle Effects Table (seepage 13 of the Battle Book. New categoriesof FEATs are explained below.

Bite-Claw. This replaces the Hack & Slashcolumn of the Battle Effects Table. Thiscolumn is used for attacks byextradimensional creatures and monsters,by animals, and by any character attackingwith a sharp weapon, such as a sword orknife. Note that “Kill” results are notpossible on this column.

Targeting. This replaces the Shooting &Throwing column of the Battle EffectsTable. It is used when a magic wielder

wants to try for a Bull’s-Eye effect, likeshooting a magical wand out of anopponent’s hand or avoiding an opponent’sIndividual Shield spell. This column is alsoused for all thrown weapons and all missileweapons except those that fire some kindof energy blast.

Blasting. This column is used for mostcommon forms of attack spells, such asEldritch Beams/Bolts, and for magicalenergy weapons as well. This column alsoapplies to attacks by non-magical energyweapons, such as the blasters in DoctorDoom’s armor (the Doctor can be found inBook 3). The title “POWER RANK” usedhere refer to the “ability” being used, thatis, the spell rank of an attack spell, or thepower rank of a magical or non-magicalenergy weapon.

Mental Control. This column is used forany spell that attempts to seize control ofthe target’s mind.

Hold? (See the explanation of resultssection.)

FEAT Roll. This column is used for anyspell that allows the target to avoid theeffect by making a successful Psyche FEATroll (except “mental control”type spells,which use the “Hold?” column).

Dodging attempts, charge attacks andFEATs based upon Strength ability use theappropriate column from the Battle EffectsTable.

Following is the explanations for eachresult:

Miss. The attacker did not succeed. Hecan usually try again in the next round.

Hit. The target is struck. The target losesHealth points if the attack was damaging.

Slam. In addition to receiving thedamage of the attack (as a Hit), the targetmay be slammed if the attacker’s Strengthor the spell rank of his attack, whicheverapplies, is equal to or higher than thetarget’s Endurance rank; the target mustmake an Endurance FEAT roll and consult the “Slam?” column on the MagicEffects Table.

Stun. In addition to receiving the damageof the attack (as a Hit), the target may bestunned if the attacker’s Strength or thespell rank of his attack, whichever applies,is equal to or higher than the target’sEndurance rank; the target must make anEndurance FEAT roll and consult the “Stun?” column on the Magic Effects Table.

Bull’s-Eye. The attacker hits the targetwherever he wants. There are some limitson this: first, the attacker cannot kill ormaim a living target by hitting him in a vitalarea, like the heart or head. (There are nokilling shots in the Magic Effects Table.) Theattacker can temporarily disable the targetby hitting him in the arm or leg. He can alsoknock an object out of somebody’s hand,or even hit a lever or button on a machine.In any case, the attacker must say he istrying for a bull’s-eye (and say what he istrying to hit) before rolling the dice.Otherwise, this is just a normal hit.

Hold. The attacker’s magical control istaking hold. The target must make aPsyche FEAT roll and consult the “Hold?”column of the Magic Effects Table.

Escape. The target has managed toescape the attacker’s magical control. Thetarget remembers that he has beenattacked.

Reverse. The target has not onlyescaped the attacker’s magical control but,if the target’s Psyche rank is greater thanthe attacker’s, the target has seized controlof the attacker’s mind. If the target has aPsyche equal to or less than the attacker,treat this result as an Escape.

Affected. The target is unsuccessful inhis attempt to avoid the effect of theattacker’s spell.

Not Affected. The target has avoided theeffects of the attacker’s spell.

1 Area. In addition to the magical attackdoing its normal damage, the target getsknocked right out of his area into an adjacentone. The attacker picks the area. The twoareas must be next to each other. If there isan obstacle between the two areas the spellrank of the attack must be checked. If it isstronger than the material strength of theobstacle, the magic attack and target gothrough it. Otherwise, the target bounces off.In either case, the slammed target losesadditional Health points, equal to the amounthe received from the hit.

Same Area: In addition to the magicalattack doing its normal damage, the targetgets knocked down in the same area.Getting up will require a full round, duringwhich he can do nothing else.

1-10 Rounds: The target loses all of hisHealth points and passes out. The Judgerolls one die to see how many rounds thetarget will be unconscious. When heawakens he recovers as many Healthpoints as his Endurance rank number. Hedoes not make an Endurance FEAT roll tosee if he starts losing Endurance ranks.

35

Page 36: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

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 UNIVERSAL TABLE

THE MAGIC EFFECTS TABLE

SHIF

T 0

FEEB

LE

POO

R

TYPI

CAL

GO

OD

EXC

ELLE

NT

REM

ARKA

BLE

INC

RED

IBLE

AMAZ

ING

MO

NST

ROU

SU

NEA

RTH

LYSH

IFT

X

CLA

SS 1

000

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

Fighting-Creature

Agility

Slugfest

Miss

Hit

Slam

Stun

Bite-Claw

Miss

Hit

Hit

Stun

Targeting

Miss

Hit

Bull’s-Eye

Bull’s-Eye

Blasting

Miss

Hit

Slam

Stun

Hold?

Miss

Miss

Escape

Reverse

Slam?

1 area

Same area

No Slam

No Slam

Stun?

1-10rounds

No Stun

No Stun

No Stun

MentalControl

Miss

Hit

Hold

Hold

FEATRoll

Affected

Affected

No Effect

No Effect

PowerRank

Psyche Endurance

Page 37: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

KARMA ANDADVANCEMENTKarma. No player character should be evilor chaotic—that is definitely not heroic andruns against the grain of the MARVELSUPER HEROES game and the MarvelUniverse; however, the charactergeneration system allows the creation ofnonplayer character villains.

The sorcerous community is a pr d oneand the reputation of a character almostalways precedes him. As will later beexplained, complete confidence in yourselfas a magic wielder is extremely important.Although magic wielders earn Karma at thenormal rate, they lose it at double thenormal amount if they do extremely foolishor cowardly acts. Their Popularity will alsotake a nosedive due to this type of activity.

A mage who is excessively boastful andconceited (in the opinion of the Judge) willoften begin to draw foes who are great andmighty mages themselves. They will beeager to test the newcomer or put him inhis proper place.

Advancement.

Advancement for magically enhancedcharacters and heroes whose power isprimarily found in their magic items is asnormal (described on page 45 of the MARVELSUPER HEROES Game Campaign Book).Magic wielders differ in the following areas:

Improvement Fund. If the character hasa master, the Improvement Fund alreadyexists for the character (the master set itup) and he may start investing in it already,without the 200 Karma point expenditure. Ifhe has no master, the character mustcreate the improvement fund as usual.

Learning Spells. New personal, uni-versal, and entreaty spells cost 2500 Karmapoints with no additions for spell rank.

The cost of learning a new Group spell isequal to 1500 Karma for each spell in thegroup. The caster cannot use any spell inthe group until all have been learned. Thecharacter can interrupt his study of a groupspell to learn a different spell, but of coursethis delays the learning of the group spell. Ifa caster has a personal or universal spellthat duplicates the effect of a spell in thegroup, he can use the other spell while stilllearning the group spell (remember thatgroup spells use dimensional energy), Aswith other spells, there is no additionalKarma cost for spell ranks.

The Karma costs for all new spellsassume two things: that the character isbeing taught by a master (or is Master rankhimself)I; or that the character has reacheda rank (Disciple or Adept) at which he canlearn spells from books and items on hisown, with little supervision from a master. Ifa character has no master and is notcapable of self-teaching, the Judge caneither declare that he cannot learn newspells, or that he must spend extra timeand pay a substantial increase in Karma(usually double). Character ranks areexplained in the Miscellany of Mysticism.

Spell Ranks. The spell rank of a newly-learned spell is fixed, not randomlydetermined (this is why there is noadditional Karma cost for the spell rank ofthe new spell). If the spell is learned from amaster, the initial spell rank is Excellent. Ifthe spell is learned from an item or text, theinitial spell rank is Good.

Improving Abilities and Known Spells.Magic wielders use the procedure on page45 of the MARVEL SUPER HEROESCampaign Book to increase an ability rankor the spell rank of a spell that the casteralready knows.

Certain spells (Eldritch Blast, MatterRearrangement, Mesmerism) can beimproved in effect at their current rank,without increasing the spell rank. Animprovement at the current spell rank costs500 Karma for each improvement.

Popularity. In reading Book 3, you will seethat some villains have negative popularityThis represents how feared that villain is.Those with an evil reputation can got othersto cooperate, but it is because of fear,rather than respect. Most NPCs willcooperate with a person with negativepopularity, but seek to get away as soon aspossible.

CHARACTERGENERATIONEXAMPLETo better illustrate the step-by-stepprocess by which a magical character iscreated, I have included a brand newcharacter and show you how he wasrandomly created. Follow the steps inorder, using the Character Generationsection of this booklet.

Preliminary Step. NormalDetermination of Abilities

The following abilities are rolled for thecharacter using the character generationsystem in the MARVEL SUPER HEROESGame.

DiceAbility Roll Rank No.

Fighting 65 Remarkable 30Agility 76 Remarkable 30Strength 07 Poor 4Endurance 44 Excellent 20Reason 78 Remarkable 30Intuition 31 Good 10Psyche 53 Excellent 20

Health 84Karma 60Popularity 10 (Secret identity and new

in the area)

STEP 1. Character Type

On Table 1.0: General Character Type, I roll a42, which indicates that the character is aMagic Wielder. The table refers me to Step 4.

STEP 4. Magic WieldingCharacters

I roll a 94 on Table 4.0. This means that mycharacter can use all the energies, not justpersonal or universal. Needless to say I amextremely happy about this. I roll on Table 4.1and find out how many spells my characterhas. The percentile roll is 45, giving him 3spells. Since my character can use all threetypes of energy, but must have at least 1from each of the personal and universalenergy lists, I know that he will end up with 1Personal Energy Power, 1 Universal EnergyPower, and 1 Dimensional Energy Power.

The text tells me to proceed to Step 5.

37

Page 38: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

STEP 5. Magic School

This is where I begin to shape mycharacter’s personality a little. If I wishedto, I could pick his school of magic, butsince I have randomized this character thisfar, I decide to complete it by rolling thedice. My roll of 82 places him in the AncientOne/Doctor Strange school of magic. Thisdoes not necessarily mean that DoctorStrange is going to tutor the character. Itmeans that someone of the same order asthe Ancient One and Doctor Strange will bethe master It also means that the characteris dedicated to not taking a life and that hebelieves highly in the forces of good andorder. Possibly in the future, depending onthe Judge, the character may have limitedaccess to some of the spells in DoctorStrange’s Book of the Vishanti.

STEP 6. Magical Spell Ranksand Definitions

I determine the spell rank for each of mycharacter’s three spells by rolling on Table6.0: Power Ranks. The results are below:

Type of DiceSpell Roll Rank

Personal Energy 95 AmazingUniversal Energy 44 ExcellentDimensional Energy 16 Excellent

The spells themselves are rolled on theirrespective energy lists. The roll on Table6.1: Personal Energy Powers is 48,Immovability. The roll on Table 6.2:Universal Energy Powers is 60, MentalProbe. And the roll on Table 6.3:Dimensional Energy Powers is 51, Passing.

The character’s Amazing Immovabilityprovides him with a great defense. HisExcellent Mental Probe provides him with agood possibility at subtly gaininginformation. The Excellent Passing spellsgive him many options for gaining entranceinto a villain’s den. Not bad.

STEP 7. Determining theCharacter’s Talents

Since this new character is a magicwielder, I must roll on Table 7.0: TalentsAvailable for Magic Wielders to see howmany talents he has. My roll is 49, givinghim 2 talents.

Rolling on Table 7.1: Magic WielderTalents will indicate which talents he has.My rolls are 85, Stamina, and 37,

Demonologist. After reading theirdescriptions I see that my character isdeveloping more of a persona. His Staminaallows him to go up to 6 days withoutresting or eating. His Demonology talentgives him a + 1 CS in all situations involvingdemons. Combined with some of myspells, this makes him quite a formidablecharacter when fighting against demons.

Note: If I had rolled the same spells ortalents twice it would be up to the Judge asto whether I should roll again for a differentselection, or whether the spell or talentwould be more potent than normal.

STEP 8. Balancing thePowers

Now is the time to look at the character anddecide if the powers are balanced. Whilethe character is okay, as a Judge I think hewould be better if he had some type ofattack ability. The Mental Probe is not animportant part of this character, and I wouldask the player if he would like to switch itfor an Eldritch Beam of the same rank,Excellent. This would give the character anice balance of movement, defense, andattack, with a few special talents.

STEP 9. Finishing theCharacter.

I decide that his real name is Bernard Byrnebut he is known to the world as ...what? Thecharacter can pass through obstacles, butbecome an obstacle himself, and he’s afierce opponent for any demon. I’ll call himCerberus, after the three-headed dog whoguards the gates to the underworld in GreekMythology. This character will watch to makesure no evil escapes the nether regions.

The roll of 77 for Resources on Table 9.3:Resource Ranks shows that Cerberus has aRemarkable rank, which means he earns aweekly rate of at least 30 rp. This is just tobegin with, of course. And since this is afew ranks above a Professional Occupation,I decide that the character must be a highlypaid free-lance something or other. Anauthor would be a good choice, though Iwould have to clear it with the Judge first.

The roll of 25 on Table 9.4: MagicWielders Starting Cache shows Cerberusdidn’t save a lot of his earnings. I wait untilthe character is finished before spendingthe resource points.

Because most of the adventures in thecampaigns I would run in take place on the

city maps in New York, I’ll place him closeby. Can’t afford the city itself, so I think he’lllive in New Jersey. I rolled 04 on his 20%chance to live with his master. Apparentlythe master’s Sanctum Sanctorum in NewJersey. This way Cerberus can saveresources until he is out on his own.

Cerberus, because he has three spells,has three important friends. I decide that allthree of them are his brothers. They own apublishing firm in NYC, and have a badhabit of dropping in unexpectedly. Ofcourse they have no idea he is apractitioner of the ancient arts.

Cerberus’s master is Omar the Crabby,who is old, bent, a sourpuss, and adedicated demon-hunter who likes to havehis students “learn in the field”, that is tosay, learn about demons by fighting them.He is a cantankerous oldster and can reallyprovide the Judge with a fun time in a gamecampaign.

Final Balance

After a quick glance, I like this characterand think he will do just fine. If he was tootough for a campaign, you could lower thespell rank of the body armor or not switchthe Mental Probe spell to the EldritchBeam. If he is not tough enough, you couldroll him up a magical item, or Omar couldlend him a Staff of Whatever to increase hisattacks, movement, defenses, mentalspells, or whatever best fits the campaign.

All Marvel characters and the distinctivelikenesses thereof are trademarks of the MarvelComics Group. MARVEL SUPER HEROES,MARVEL SUPER VILLAINS, MARVEL UNIVERSE,DOCTOR STRANGE, RAGGADOR, FALTINE,AGAMOTTO, DORMAMMU, CLEA, SHAMAN,INHUMANS, ABSORBING MAN, BLACK KNIGHT,EBONY SWORD, MOON KNIGHT, TIGRA, BARONMORDO, BROTHER VOODOO, ANCIENT ONE,OMAR THE CRABBY, TALISMAN, VALKYRIE,ARAGORN, ELDER GODS, ATLANTIS, DAKIMHTHE ENCHANTER, ZHERED-NA, JENNIFER KALE,DIABLO, ASGARD, OLYMPUS, MUSPELHEIM,CYTORRAK, DENAK, HOGGOTH, IKONN,MUNNOPOR, OSHTUR, SERAPHIM, VALTORR,VISHANTI, DAREDEVIL, BLACK WIDOW, IRONMAN, HULK, REED RICHARDS, MR. FANTASTIC,FANTASTIC FOUR, MAGIK, TRANSIA, SCARLETWITCH, THOR, DARK DIMENSION, AVENGERS,S.H.I.E.L.D., CLOAK OF LEVITATION, CERBERUS,DARKFORCE, KLAW, DOCTOR DOOM, andNIGHTMARE are trademarks of the Marvel ComicsGroup. Copyright 1~11986 Marvel Comics Group, adivision of Cadence Industries Corporation. AllRights Reserved.

38

Page 39: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

Hero’s Name

Player Name

Occupation Base of Operations Group Affiliation

Magic Type

Character Name Secret Public

Age

Sex

MARVEL SUPER HEROES™CHARACTER INFORMATION SHEET

ABILITIES

FIGHTING

AGILITY

STRENGTH

ENDURANCE

REASON

INTUITION

PSYCHE

TALENTS

FRIENDS, RELATIVES, CONTACTS

MAGICAL ITEMS

MASTER/SCHOOL

RUNNING THE CHARACTER

RANK NO.HEALTH KARMA RESOURCES POPULARITY

Page 40: Book 1: MANUAL OF MAGIC - Angelfire: Welcome to · PDF fileINTRODUCTION The Campaign Book of the MARVEL SUPER HEROES Role Playing Game contains an abbreviated section on magic for

SPELLS (Energy Type) (Spell Rank)

6870XXX1501