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    Book 2: MANUAL OF MYSTICISMPDF Version 1.0

    TABLE OF CONTENTS

    Introduction.....................................................................2Magic in General.............................................................2Dimensions ..................................................................6,7Entities and Entreating .................................................16Specific Entities ...........................................................18

    Miscellaneous Spells ....................................................27Magical Items ...............................................................29Locations of Importance...............................................37Cults..............................................................................38Index .............................................................................40

    Credits

    Designed by Canting Kim Eastland

    Edited by Epigraphic Ed Sollers (Books 1 and 2) and

    Erudite Eric Tobias (Book 3)

    Cover by Marshall Rogers and Terry Austin,

    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.

    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 coinc

    dental. This product is fictitious and is not based upon any known belief or practice, nor is it an endorsement of any belief or practice. All Marvel characters and the distinctive

    likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Comics Group, a

    division of Cadence Industries Corporation. All Rights Reserved. Game design copyright 01986 TSR, Inc. All Rights Reserved. Printed in U.S.A.

    TSR, Inc.PRODUCTS OF YOUR IMAGINATION

    TSR, Inc.

    POB 756

    Lake Geneva, WI 53147

    ISBN 0-88038-278-3

    394-55423-XTSR1200

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    INTRODUCTION

    Welcome to the Miscellany of Mysticism, abook that deals with the more advancedaspects of magic in the Marvel Universe. Ifyou havent read the Manual of Magic yet,read the first book before you read thisone. That book is the foundation for magicin the MARVEL SUPER HEROES RolePlaying Game system. You must under-stand it before you can use the materialfound within this book.

    The Miscellany of Mysticism will furtherdefine the use of magic, describe the dif-ferent dimensions found in the Marvel Uni-verse and explain dimensional travel,cover the various magical entities andsuper-human beings found in the MarvelUniverse, list additional specialized spells,and describe many of the magical itemsthat may be available. This book buildsupon the foundation of the first book,allowing the creation of a more complexmagical scenario or character.

    All of the material within is based oninformation provided in past Marvel com-ics titles, particularly Strange Tales or Doc-tor Strange. Even the theories are solidlybased on Marvel characters, plots and dia-logue.

    The best way for the Judge to use thismaterial-is to read through the entire bookthen go back and select the elements he

    wants to include in his campaign.For players, the most obvious use of this

    book would be to further define a Dimen-sional energy spell that entreats an entity(Hoggoth, Ikonn, etc.) But beyond that, theinformation within this book provides ah i s t o ry of past exploits, characters,places, and items useful for developingheroes.

    MAGIC IN GENERAL

    To understand magic in the Marvel Uni-verse we must first look at its exact defini-tion. Magic-The practice of using certainenergies and powers whose nature isbeyond the scope of technologically ori-ented science.

    The Origin of Magical Power

    Where does all power truly originate? Inthe long run, from the sun, of course.Here, too, is the indirect birthplace of all

    mystical might. Control of the sourcemeans total control. To be a star meansthe very laws of nature are yours to amendas you wish. You see, stars are not inertcelestial bodies. They are highly intelli-

    gent, aware, and powerful.Apalla, ahumanoid form of a star.

    I cant make something out of nothing.Magic is basically a study of forces. Onceone knows how to channel these forces,though, the results can be quite striking.Doctor Strange

    Magical power is the life blood of amagic wielder (and of a magical item orcreature, for that matter). In the Manual ofMagic we have seen how magical power isdivided into three different types: per-

    sonal, universal, and dimensional. But allmagic power is built on common ground,that of reshaping existing power, found inyourself, your universe, or in anotherdimension, to a form that you desire. Whatis important to magicians, is the referenceto the ultimate power coming from thesun, which is our own star. This mayexplain why the forces of light, usuallyreferred to as the forces of order, good, orwhite, hold sway over the forces of dark-ness, usually referred to as forces ofchaos, evil, or black. It is this that givethe Doctor Stranges and Shamans of thisworld their advantage.

    Magic Wielder Ranks

    There is more to the study of mysticismand the occult than most people mighteven dream! In the mystic order to which Ibelong, it is indeed written that practionersof the mystical arts must choose a discipleor disciples, to insure the continuity of the

    struggles against malefic forces, but onlyat such a time that it is fitting andproper!Doctor Strange

    The following steps show the variousdegrees of magic wielder rank or status.

    Novice. This character knows fewer thanfive spells or has less than an Amazing spellrank in at least two spells. He is spendingmost of his time with his master (when notpracticing what he has learned on villains).He can study tomes and scrolls and evenperform magic found therein, but he cannotyet learn spells on his own (spells that hehas read in a tome or on a scroll must bestudied each time he uses themhe cannotcommit them to memory.)

    Novices are usually ignored by the morepowerful dimensional entities. A noviceusing a Dimensional Entreaty spell useshis magic as normal, but no FEAT roll isn e ce s s a ry to determine if the entityentreated will be affronted by the entreatyand take action. The dimensional entityfeels that it is an investment in the future,but the character is currently beneath histotal consideration. A novice can, how-ever, provoke a hostile reaction from extra-dimensional entities by abusing theirpowerusing it in ways the entity wouldnot normally approve of (see AbusingDimensional Entreaties in the H O WSPELLS ARE CAST section in the Man-ual of Magic.

    D iscipl e. The character possesses at

    least 5 spells or has at least an Amazingrank in all of his spells. He assists the mas-ter in some of his rituals, but is spendingmore time adventuring than a novice. Hemay learn new spells from his masterswritten works.

    Disciples, like novices, are usuallyignored by the more powerful dimensionalentities. A disciple using a DimensionalEntreaty spell uses his magic as normal,but no FEAT roll is necessary to determineif the entity entreated will be affronted bythe entreaty and take action. The dimen-sional entity feels that it is an investment inthe future, but the character is currently

    beneath his total consideration. A disciplecan, however, provoke a hostile reactionfrom extra-dimensional entities by abus-ing their power-using it in ways the entitywould not normally approve of (see Abus-ing Dimensional Entreaties in the HOWSPELLS ARE CAST section in the Man-ual of Magic.

    Adept. The character possesses at least 8spells. He has a spell rank of at leastExcellent in all of them and Incredible orbetter in at least two of them. He spends

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    more time adventuring than he spendswith his master, though he is still at his

    masters beck and call. His studying of thewritings of the ancient arts gleans himmore information than if he were a noviceor disciple.

    This is the lowest rank at which a sor-cerer could normally gain special attentionfrom dimensional beings (see the EntreatyFEAT Roll Table and the Casting ShiftsTable in Book 1.

    Master. The character possesses at least12 spells. He has a spell rank of at leastExcellent in all of them and Incredible orbetter in at least four of them. He spendsvery little time with his master, but much ofit in contemplation, study, and adventur-

    ing. If he qualifies, he may find a student ofhis own to teach. His studying of the writ-ings of the ancient arts gleans him moreinformation than any other source.

    Sorcerer Supreme. The strongest masterin the world or dimension of his naturalexistence is called the Sorcerer Supremeor the Sorceress Supreme. The SorcererSupreme for the Earth dimension is Doc-tor Strange.

    A sorcerer supreme possesses at least14 spells or magical items at any one time.He has a spell rank of at least Remarkablein all of them and Amazing or higher in atleast five. A sorcerer supreme has thegreatest amount of mystical knowledge inhis dimension.

    A sorcerer supreme spends all of histime guarding his dimension, teaching

    any students he may have, and studyingmystical lore.A sorcerer supreme is more recogniz-

    able for his worthiness than for the powerhe wields. He earns his rank through vigi-lance against foes and by overcoming theconstant burden of responsibility this rankinvolves.

    Masters and Their Role

    Many times I have sat thus and read mymasters writings. and each time I am filledwith greater awe of the Ancient Ones sen-

    sitivity and knowledge. There is mucheven a master of the ancient arts can

    acquire from the Learned Ones teach-ings.- Doctor Strange

    This observation by the good Doctor addsfurther definition to how a spell is con-trolled. If a spell were to be directly manip-ulated by the character, such as theHuman Torch, it is because the characterhas had an accident which physicallyaltered him to control that spell, or thecharacter is a mutant and was born withthe ability to control that spell. Magic is dif-ferent. It is the knowledge of how to tapinto that spell and manipulate it. And howdoes one gain that knowledge? Through

    learning the ancient arts with a master!The importance of a master for a magic

    wielding character cannot be overstated.It is the best and often only way the herocan progress in his knowledge of magicuse. This includes learning new spells.

    The KARMA AND ADVANCEMENTsection of Book 1 lists the Karma costsinvolved in improving spell ranks andlearning new spells. As can be seen, char-acters who so not have masters pay aheavy penalty. Some characters (espe-cially those of the Eclectic school) learn atrick or two through the studying of tomes,but to gain skill in magic a character must

    be taught by a master.Systematic studying with a master has

    additional benefits as well:Disciples. The disciple can learn one

    spell from a written tome or scroll everynine months of game time, provided thedisciple is taking sufficient time to study it(usually about half his time, assuming thathe studies daily). If the disciple goes morethan a week without study, the spell can-not be learned. The normal amount ofKarma points needed to gain this spell iswaived by the Judge, as an extensive

    amount of time is being committed to thstudies that could otherwise be spent in

    gaining Karma.A player can request that his charactebe allowed to study a particular spell, buthe Judge makes a final decision on speavailability.

    The beginning spell rank for a spelearned in this way is Good.

    Adepts. The adept can learn one spefrom a written tome or scroll every sixmonths of game time, provided the adepis taking sufficient time to study it (usuallyabout half his time, assuming that he studies daily). If the adept goes more than aweek without study, the spell cannot belearned. The normal amount of Karmpoints needed to gain this spell is waivedby the Judge, as an extensive amount otime is being committed to the studies thacould otherwise be spent in gainingKarma.

    A player can request that his charactebe allowed to study a particular spell, buthe Judge makes a final decision on speavailability.

    The beginning spell rank for a spelearned in this way is Good.

    Masters and Sorc erers Supre me . Amaster of the mystic arts can learn onewritten spell in a tome or scroll every fiv

    months of game time, provided the character is taking sufficient time to study (usually about half his time, assuming thahe studies daily). If the master goes morthan two weeks without study, the specannot be learned. It must be remembered, though, that the time spent adventuring is much greater and the time fostudy will exclude other duties or appearances. This completely halts any Karma oPopularity increase by any means othethan that directly related to an adventure.

    The normal amount of Karma pointneeded to gain this spell is waived by thJudge, as an extensive amount of time is

    being committed to the studies that couldotherwise be spent in gaining Karma.

    A player can request that his charactebe allowed to study a particular spell, buthe Judge makes a final decision on speavailability.

    The type of spells available that can blearned and their energy types are at theJudges discretion. The beginning sperank for a spell learned in this way isExcellent.

    Masters and Students.A master can fin

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    and teach one student, if he desires. Thetime it takes to train a student is great, so a

    master may not learn new spells from tomesor scrolls while teaching his student.The student starts out at novice level

    with only one spell. (Roll the student andhis spell up randomly). For every two hun-dred hours the master spends with thenovice, the student can learn one person-al spell at a Good spell rank. For every threehundred hours the master spends with thenovice, the student can learn one univer-sal spell at a Good spell rank. (The studentis limited to learning one spell at a time, solearning a personal and a universal spellwould take 500 hours of instruction.)

    The player may play the student as hedoes his normal character, even takinghim on adventures, but two considerationsmust be kept in mind: the novice is notconsidered to be studying for his spellswhen he is adventuring, whether he isaccompanying the master or not; a masterwho loses a novice, whether to death or toan enemy, suffers a penalty of Karma loss(half of his current Karma vanishes) andhe cannot take on a new student for atleast a year of game time.

    Important Masters. Masters of DoctorStranges order that have been mentionedin the past include Rama Kaliph of Arabia;Turham Barim of the Near East; Count

    Carezzi of Italy; and the Aged Genghis(who lives in the Himalyas and is quitesenile).

    To represent these Masters of Order,use Baron Mordos abilities and spellranks given in Book 3, the Codex of Char-acters and Creatures, but substitute entit-ies of order for any chaotic entities Mordouses. The Judge may alter the rest of theirspells as he desires).

    Masters who serve Baron Mord oinclude Sir Anthony Baskerville ofEngland, who served him in the 1940s;Demonicus, who claims to be a demonand has nearly bested Doctor Strange on

    his own; Adria, a schemer who often plansattacks on Doctor Strange, even in hisSanctum Sanctorum; and Kaecilius, whohas served as Baron Mordos host bodymany times in the past.

    To represent these Masters of Chaos,use Baron Mordos abilities and spellranks, with a 1 CS to all Mordos spellranks; however, ignore any CS that wouldresult in these characters being reducedbelow master rank. The Judge may altertheir other spells at will).

    Demonicus, Adria, and Kaecilius have

    attacked Doctor Strange together manytimes. A student of the same school as the

    good Doctor should be ever wary of them.Another master on Earth is Ebora, theDark Servant of the demon Sligguth. Sheis the only human tolerated in the societyof the Serpent People. She serves as theirhead priestess (use Cleas Earth statisticsfound in Book 3 for Ebora, but substitutechaotic spells and entities for any spells orentities of order Clea may use).

    Shaman is a master of nature magic,

    and his daughter, Talisman is a disciple ofthat same school of magic (their full

    descriptions are in Book 3).A character who has the talent Chroni-cler of Magic (described in Book 1) willknow by name all these important mastersand the schools they serve; no ReasonFEAT roll is required for this. However, thisb a ck ground knowledge provides noinsight on the current whereabouts andactivities of these characters; time,research, and successful FEAT rolls areneeded to learn more about the masters.

    Concentrating onMagical Power

    The importance of a magic wielding char-acters concentration and study for theuse of magic cannot be overstated. This iswhy some forces, such as sonics, are sodevastating to magic wielders, becausethey disrupt the ability to concentrate andfind the flow of the natural forces.

    Disruption. The Judge should designateone or two forces that disrupt the use ofmagic. Possibilities include sonics, theDarkforce, Monstrous (and greater) physi-cal damage, and the like. A magic wielderor item in an area where this force existssuffers a 1 CS.

    Disruption is different from distraction in

    that distraction only delays spellcastingdue to special circumstances that thecaster has some ability to influence (suchas rescuing someone in danger) while dis-ruption is more serious and has longer-lasting effects. Judges should not useboth disruption and distraction in thesame situation.

    Confidence inMagical Powers

    I have had centuries in which to study theart of combat! No one that lives can be myequal!The Dread Dormammu

    Speak to me not of equals, Dormammu...!I have pledged my very life to prove that I

    am your superior!Doctor Strange

    So long as you endured, my mystic powercould never be supreme! But now, once I

    have destroyed you, all of mankind shallcall Mordo master!Baron Mordo

    Base braggart! You possess not the skillfor supremacy in the mystic arts!Doc-tor Strange

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    Karma Adjustments. All super heroesand villains have a tendency to be verbally

    melodramatic from time to time, but magicwielders can sound like the most over-bearing of the lot. The reason, quite sim-ply, is a matter of confidence. Whendealing with magical energies and extra-dimensional beings, the mind can becomeeasily boggled, sometimes leading to adangerous lapse in concentration. Whenthe concentration goes, so does the effectof the spell. The constant reassurances,threats, and boasts that a character yellsat his opponent not only helps him stick tohis task, but can possibly weaken theother characters resolve as well.

    The usual form this lack of resolve takesis in the character running away andaccepting the Karma loss (whether NPCor PC). But, with magic wielders, loss ofconfidence or despair can affect their per-formance. As explained in Book 1, heroicmagic wielders who behave in a particu-larly cowardly fashion lose suffer doublethe Karma loss that their actions wouldnormally require.

    If, however, a magic wielder heroicallyattempts to rescue innocents, therebyleaving himself open to attack (againexplained in Book 1) and still manages towin, the Judge should grant the hero anadditional 20 Karma after the victory,regardless of whether or not the villain was

    actually captured and brought to justice.

    Restraints on Spellcasting

    The more powerful a magical spell is, themore gesturing and chanting must bedone to achieve the results. If the magicwielder is prevented from completing hisgestures or chants, it may stop the spellfrom being completed. If a magic wielderis somehow blinded, certain spells maynot be used as the target cannot be seen.

    Bound, Gag, and Blind Effects. If amagic wielding character is bound (handstied securely behind his back), he may not

    use any universal spells. If a magic wield-ing character is bound and gagged (pre-vented from speaking clearly), he cannotuse any dimensional spells. A successfulHold when Grappling effectively binds acharacter.

    Unless a magical item is used to bindand gag a character and is specificallydescribed as negating all of the victimsmagical spells, a character can alwaysuse any personal spells he may havethough bound and gagged.

    If a magic wielding character is blinded

    (deprived of sight by a blindfold, intenselight or darkness, sand thrown in the eyes,

    etc.), he cannot use any spell whichrequires sight such as targeted attacks,Bands, SensingClairvoyance, Post-Cognition, and so on.

    Gloating

    While confidence and bravado are neces-sary, gloating is highly undesirable. Vil-lains, by necessity, gloat- That is usuallywhy they are undone, because they are sobusy gloating and talking their opponentsto death, the hero has time to recover.Gloating and humiliating a character ishow a villain achieves his Karma. Magicalvillains, especially the Dread Dormammuand Baron Mordo, can gloat for 10 to 20rounds at a time, if it appears that their vic-tim is helpless.

    If a hero tries to gain time by allowing amagical villain to gloat: that is, acts weakand defenseless, inquires about how thevillain trapped him, and so forth, the villainis allowed a Reason FEAT roll. If the roll issuccessful, the villain will continue his nor-mal actions (attacking or whatever). If theroll is unsuccessful, the villain will stopattacking and start gloating over the hero.This gloating will occupy the villain for noless than 5 rounds, plus 1 round for eachlevel the villain has achieved. After this

    allotted time, the villain must make a suc-cessful Reason FEAT roll or continuegloating.

    An evil sorcerer who gloats over hisopponent receives 20 Karma as a reward.The reward is the same no matter howlong the villain gloats.

    In addition to eating up time, a gloatingvillain will not notice if the hero is usingcertain spells listed below (see the Gloat-ing Table).

    Gloating Table

    Villains Rank Rounds of Gloating

    Novice 6Disciple 7Adept 8Master 9Sorcerer Supreme 10

    The villain will continue gloating unless hemakes a successful Intuition FEAT roll.This gloat check is made every roundthereafter until it is successful or until thevillain is attacked.

    If a hero casts any of the followingspells, a gloating villain will not notice the

    spellcasting until the spell takes effect. Ithe spell fails, the villain will not be aware

    that it was cast.Apply a 1 CS to the villains FEAT roto resist any of these spells.

    ApparitionAstral ProjectionChameleonic ColoringDamage AbsorptionDensity Control-OthersDensity Control-SelfDual PersonaEmotion ControlEnchanted EyeForetellingHealing-SelfHealing-OthersImmovabilityInvisibility-SelfInvisibility-OthersLuckMental BarrierMental ProbePost-CognitionProtected SensesStatic FieldTelekinesisTelepathy (if not with the villain)Trance

    Magic vs. Science

    There is a distant relationship betweenthe energies of science and those of sorcery, but my power over the former i

    l i mited.Doctor Strange

    It is difficult to defeat intelligent, independent machines with sorcery. Unless specifically stated, as in the Mesmermechanism spell, robots, androids, computers, etc., cannot be affected by magical spells that normally affect the mind obody of living beings. A Healing spell winot reattach a robots arm, an illusion of awall will not affect a machine with sensorsunless those sensors are hooked to a

    human brain, as in the case of a cyborgCharming a tank would not work, nowould Tongues allow a magic wielder toconverse with a computer, though hecould read the print outs of a computer if iis in a non-machine language. For themost part, magic is most effective oorganic beings.

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    DIMENSIONS

    Dimensional travel and adventures occurmore in magical scenarios than anywhereelse in the Marvel Universe. The definitionof a Marvel dimension is: a universe orrealm containing space, matter, ande n e rgy which is separated from our ownuniverse by some physical difference inthe space, matter, and energy itself.

    Dimensions are called by many names:planes, universes, realms, and worlds.Entities and beings entreated for Dimen-sional energy powers inhabit other dimen-sions. Magical heroes deal with otherdimensions more than any other type ofcharacter, probably due to the fact that so

    much energy for magic is drawn fromother dimensions. Sometimes wholeadventures are centered on stopping aninvasion from another dimension or pursu-ing someone or something in anotherdimension.

    Other dimensions offer endless oppor-tunities for adventure. Conditions andphysical laws differ from dimension todimension, from the Earthlike environ-ment of Asgard to the bizarre surround-ings of the Dark Dimension. If a Judgewants to set up a campaign where heroesfight copies of themselves, meet legend-ary heroes, or face a strange new menace,

    a different dimension is the perfect placeto go.

    Dimension Travel

    Dimension Travel is the process of leavingthe space of our universe and enteringthat of another one, accomplished byphysical, psychic, psionic, or magicalmeans. The magical means of dimensiontravel are unknown to all but a few.

    While magic is not the only way to enteranother dimension, it is the most com-monly used method. There are three typesof magical dimension travel: direct dimen-sional apertures, traveling across dimen-sions, and astral travel.

    Dimensional Apert u re s . These openfrom one dimension directly into another,such as from the Earth dimension into theSixth Dimension (this aperture is suppliedby the Screaming Idol, see Magical Itemssection). The Dimensional Aperture spellis capable of establishing such a directlink between dimensions.

    FEAT Rolls. A magic wielder with aDimensional Aperture spell can easilyopen an aperture between the casters

    home dimension and an alien dimensionthat is familiar to the caster. A dimension

    can be considered familiar if the casterhas made at least four round trips to andfrom that dimension or he has spent atleast two days in the dimension. If thedesired destination is not familiar to thecaster he must make a successful spellrank FEAT roll to open the mystic gateway.If the FEAT roll fails, the caster cannotopen a direct aperture: he must either waita day and try again or attempt to reach hisdestination through dimensional crossing.

    Magical Items and Dimensional Aper-tures. If a character is using one of themany magical items that opens directlyinto a specific dimension, then his arrivalis instantaneous (no FEAT roll needed). Ifthe item creates a dimensional aperturethat is not linked to a specific dimension,treat it as if the user had cast the dimen-sional aperture spell.

    Dimension Crossing. This is the termapplied to seeking a specific dimension bygoing from one dimension to another untilthe traveler finds the one he seeks. Thisapplies to characters who are traveling to

    unfamiliar dimensions, to characters whofailed a FEAT roll when attempting to open

    a direct aperture, to characters involved ina trans-dimensional pursuit, etc. To leavethe Earth dimension a character must usea dimensional aperture to escape theEarth dimension to another one, then tra-vel from there through other dimensions tothe desired destination.

    Dimensional Beacons. If the characterattempting dimensional travel is of lesserrank than Master, some form of beaconmust be maintained within the usersdimension so he can find his way backagain. Doctor Strange and the AncientOne once formed a bridge of ElementalThought that allowed the good Doctor tobypass many dimensions and go straightto the one he desired. On many occasionsDoctor Strange has used a lit candle or hisown amulet to provide a path of light backto his own dimension. A beacon allows thetraveler to return to his own dimensionwith ease (no FEAT roll needed) even if hepasses through unfamiliar dimensions onthe way. If the beacon is extinguished, thetraveler becomes lost and must travelthrough dimensions at random until he

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    finds a familiar one.Travel Distance and Movement Speed.

    For game purposes the distance betweenany two dimensions is measured in thedimensions themselves. The placement ofthe dimensions is a random task filled bythe Judge rolling two dice and addingthem together to determine the number ofdimensions the player character has totravel before arriving at the right one. Thismeans that the character must passthrough from 2 to 20 dimensions. The rateof Earth time spent in passing throughthese dimensions depends on the charac-ters normal movement speed. Consider adimension as equal to three areas formovement rate. Therefore, if a characterhas a normal movement rate of 3 areasper round, he can move through 1 dimen-sion per round. This represents a greatlyaccelerated speed used only for dimen-sional travel. A character must fully con-centrate on his movement to pass throughdimensions at this rate. He is allowed nouse of universal or dimensional powerswhile he is moving through dimensions.

    If a character encounters another char-acter or creature within another dimensionthe movement rate for both parties revertsto normal within the dimension.

    Astral/Dimensional Tr avel. The astralplane, which is a separate dimension,

    seems to run through most dimensions.A character who does not have the

    Dimensional Aperture spell (but who doeshave the Astral Projection spell) can enterthe dimensions listed in this book by pro-jecting his astral form and simply followingthe astral plane into those dimensions, ifhe goes through a nexus point. While thelimit on the amount of time a charactersastral form can be out-of-t h e-b o d y before damage occurs remains the same,it must be remembered that time passes atdifferent rates in diff e rent dimensions(Judges Discretion).

    The Judge may assign certain nexus

    points to the city, state, or country that ahero occupies. Nexus points are alwaysdifficult to reach and are sometimes down-right dangerous. Usually myths and leg-ends grow around the nexus points, suchas the Bermuda Triangle, haunted sites,hallowed burial grounds, and the like.These nexus points will offer immediateaccess to other dimensions through theuse of Astral Projection.

    Hazards ofDimensional Travel

    Hazards of Dimensional Crossing. Acharacter who travels quickly throu ghdimensions must be careful. In passingthrough dimensions faster than 2 dimen-sions per round the character can create adreaded, interdimensional Road of Rep-etition, a mobius road or time loop whereit is impossible to stop or turn back. Oncecaught on this Road, the victim can evensee himself, repeated on the opposite sideof the loop, traveling along. If the victimcollides with himself, all is lost.

    A character who leaves the Road maydrift in Limbo forever as no spells or

    powers work once the victim loses contactwith the Road.The Road can be shattered by a mighty

    magical attack, as Doctor Strange did withhis amulet but this can catapult the char-acter into ~The realm of non-existence,a sort of negative dimension that rips thecharacter into two individuals, a posi-tive and a negative self. A characterwill drift in this realm until the two selvesfind each other and reunite to becomewhole.

    The Effect of Dimension Travel on theHuman Mind. The human mind is a frailthing when confronted by a reality thatcontradicts the senses and what webelieve to be constant physical laws.Some dimensions are so bizarre in theirexistence that they can seriously chal-lenge a characters sanity. This challengepresents itself in one of two forms: sanity-b e n d i n g and sanity-t h reatening. Thecharacter can resist the danger by makingsuccessful Reason FEAT rolls.

    When a character is perf o rming adimension crossing the Judge will have torandomly roll each non-specific dimensionthe character crosses. A 1-10 indicatesthat the dimension is Sanity-Threatening,while a 11-30 indicates the dimension is

    Sanity-Bending, 31-00 indicates that thesanity of the character is not challenged.Both Sanity-Bending and Sanity-Threatening checks are not necessaryafter the character has either spent anextended period of time in the dimension(two days at least) or has visited thedimension at least four times previously.

    Once a character fails his Reason FEATand his sanity is affected, no further Rea-son FEAT checks are necessary for theaffected character in that dimension. The

    character automatically recovers when theduration of effect expires.

    S a n i t y-B e n d i n g . The charactebecomes extremely disoriented. The character must make a Reason FEAT roll eachtime he enters an unfamiliar dimensionand once a day while he is in the dimension. A failed roll means that the characters sanity is suffering. The charactebehaves as if successfully attacked by oneof the spells listed below. The Judge controls the effect of the spell on the characteas it reflects the dimension he has enteredand the theme of the Judges scenario. If aspell rank is required for the effect, theJudge chooses the spell rankIncrediblis suggested as the upper limit.

    Dice Effect Similar to the CharacterRoll Suffering from this Power01-10 Charm11-20 Confusion21-30 Emotion Control (over hero)31-40 Fear41-50 Forgetfulness51-60 Illusion61-70 Mesmerism71-80 Paralyze81-90 Power Block (hero is blocked)91-00 Trance

    Sanity-Threatening. This is identical toSanity-Bending, except the Reason FEAT

    check is made with a penalty of -2 CSand, at least in the first excursion througa new dimension, the checks are twice asfrequent.

    Sorcerers Supreme

    All the dimensionseach nebulouNetherworld which exists either in time o

    in spaceeither as matter, or as a fathomless voidsuch were given over into theeternal deathless keeping of the Living Tri

    b u n a l . Yet in ea ch se lf -c o n t a i n e dc o smosby celestial design-there waonebeing who was the supreme master o

    sorceryand only one!

    Many powerful beings control the affairand balance of the Marvel Universe, but othese only the Living Tribunal regularldecides if an entire dimension should bedestroyed so as to not unbalance the others. A big part of this decision makingp rocess depends on the Sorc e reSupreme of that dimension. When thEarth dimension started to radically tip ifavor of evil, as the result of a powerful out

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    side influence, Doctor Strange had toprove he could bring it back into balance.

    Whereas the probability of a hero everhandling this task alone is infinitesimallysmall, he may be called on to assist theSorcerer Supreme. A Judge could buildquite a series of adventures, with this oneunderlying theme connecting them all.

    As mentioned before, and confirmed bythe above statement, there is only oneSorcerer Supreme in every dimension.One of the major responsibilities of theSorcerer Supreme is to defend his dimen-sion from mystical invasion or hostileexploitation. In dimensions other thanEarths, the task of the Sorcerer Supremeis made easier by the fact that the Sor-cerer Supreme is often also the ruler of therealm and thus does not rely only on hisown power, as Doctor Strange does.

    While Sorcerer Supremes usually battleeach other, they may wish to probe orweaken their future opponent throughraids by minions of lesser power. Some-times it is up to the student(s) of the Sor-cerer Supreme to handle these lesseropponents.

    Sorcerers Supreme and Rulership. Inmany dimensions of the Marvel Universe,the ruler or monarch of the dimension isalso the Sorcerer Supreme. These rulersoften draw considerable power from their

    subjects in addition to possessing vastpower of their own. Dormammu, Umar,and Clea are the best- known examples ofsuch rulers, but others are listed in thisbook and in Book 3. Many of these are evilrulers who seek to conquer Earth. For rea-sons that are not always clear, evil rulerssuch as Dormammu prefer to workthrough lackeys like Baron Mordo or evilcults rather than act directly. In gameterms, when dimensional rulers leave theirown realms to intervene in other dimen-sions, the Judge should apply a 1 CS toall their spell ranks. What this representsis not necessarily a reduction in the rulers

    actual power, but rather it is the combinedeffect of all reasons that cause thesebeings to normally work through lackeys.

    Glossary ofDimensional Terms

    Alternate Earth.A planet similar to Earthin physical characteristics, natural phe-nomena, living species, and most otherrespects. The main differences are in his-tory. Alternate Earths exist in another

    dimension. An alternate Earth may eitherbe a divergent Earth or a parallel Earth.

    The historical differences are more markedon a divergent Earth.

    Alternate Future. One of the possiblefuture time-lines, a result of the presentreality through a specific sequence ofevents. One cannot tell which alternatefuture will become ones present realityuntil the point of divergence has beenpassed. At that point, ones re a li tydiverges into more than one, and versionsof ones self will exist in each resultingalternate future. Hence, ones divergentself will experience one of the alternatef u t u res as his present re a l i t y, whileanother of his divergent selves will experi-ence a different alternate future as his.

    Alien World. A planet in another dimen-sion that usually contains life, but hasi m p o rtant diff e rences from Eart h ,although they may resemble Earth. Intelli-gent life-f orms, though they may behumanoid, are not human. Such a worldmay occupy a position equivalent toEarths in another dimension. An alienworld in which magic operates strongly isoften called a Mystic Realm.

    Astral Dimension.A dimension that doesnot contain physical matter, but does con-

    tain ectoplasm, Access to an astral dimen-sion usually requires the use of magic orpsionic powers.

    D i v ergent Earth. A world resemb lin gEarth in every way up until a singlemoment in time where events occurred adifferent way than on Earth. There is aninfinite number of possible diverge n tEarths, but no one knows how many actu-al divergent Earths really exist. Diver-gent Earths exist in the equivalent spaceto our Earths in other dimensions. A diver-gent Earth is an alternate Earth but not aparallel Earth.

    Ectoplasm. An quasi-material substancefrom which astral bodies and other astralphenomena are formed. All of the matterof the astral plane is composed of ecto-plasm. Ectoplasm is usually invisible topeople without certain magical or psionicpowers. Normal matter can usually passthrough ectoplasm as if the ectoplasm didnot exist, Ectoplasmic objects may seemsolid in relation to each other.

    Extradimensional. (1.) A being from a

    dimension other than Earths. (2.) Of orhaving to do with a dimension other than

    that of the Earth.

    Interdimensional. Of or concerning thespace between two universes, each ofwhich exists in its own dimension.

    Limbo. A generic term used to describeany of a number of dimensions character-ized by a static or unchanging quality.Properly this term is used to describe TrueLimbo and its associated pocket dimen-sions.

    Microverse. A parallel universe that canbe reached from the Earth dimension bycompressing ones own mass to a certainpoint, thereby forcing it through an artifi-cially created nexus into the other uni-verse. Microverses were oncee rroneously believed to exist withinatoms.

    Micro-world. A world existing within aparallel universe known as themicroverse. Micro-worlds were once erro-neously believed to exist on subatomicparticles.

    Multiverse. A group of universes whichare in some way related.

    Nexus. A point in a dimension throughwhich access to other dimensions or timeperiods is more easily achieved than atother points.

    Parallel Earth. A counterpart to Earth(usually in another dimension) thatmatches Earth and its history very closely.

    Any world that seems to be a parallel Earthmay actually be an alternate Earth with dif-ferences that are very subtle and hard tospot.

    Parallel World.A world which exists in adimension in a space equivalent to that

    occupied by a world in another dimension,and whose reality never diverged from thatof this other dimension.

    Pocket-dimension.Also called a pocket-universe. A universe whose size is farmore limited than that of the Earth dimen-sion.

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    SPECIFIC

    DIMENSIONSAsgard

    Ruled By: Balder the Brave, King ofAsgard

    This is the home of the Norse Gods of theMarvel Universe. Asgard is a small extra-dimensional planetary body whose natureand physics are different from those ofplanetary bodies found in the Earthlydimension. The prevalence of magic enti-ties it to be described as a mystic realm.Asgard is a relatively flat asteroid-likelandmass floating in space. It has been

    described as floating on a Sea of Space.This sea apparently has a surface, onethat is navigable by Asgardian shipsresembling Viking longships.

    Asgardian cosmology recognizes NineWorlds. These are probably the onlyworlds known to the Asgardians at thetime they were worshipped by the Vikingsof the Marvel Universe.

    Four worlds exist on Asgard itself:Asgard, home of the gods (which includesValhalla, a special region of Asgard con-taining the spirits of the honored dead);Vanaheim, home of the Asgardians sisterrace, the Vanir; Nidavellir, the home of the

    Dwarfs; and Alfheim, home of the LightElves.In addition, Asgard is connected to dif-

    ferent dimensions that contain the remain-der of the Nine Wo rl d s. Its mainconnection was to Earth (which the Asgar-dians call Midgard). This was reached byBifrost, the Rainbow Bridge, which is nowshattered in the middle. Passage to Earthis now difficult.

    Jotunheim, the world of the Giants, is aflat ring-shaped realm with high moun-tains along its inner edge. It exists in itsown pocket-dimension.

    Svartalfheim, home of the Dark Elves, isanother asteroid-like land mass that mayor may not exist in its own pocket-dimen-sion. There are numerous nexusportsbetween the mountains of Jotunheim,Svartalfheim, and Asgard allowing easypassage between realms.

    Hel is the realm of the those who diednon-heroic deaths and Niffleheim its sis-ter region, is the land of ice and home ofthe dishonored dead. Hel and Niffleheimboth seem to have their own dimensionalstatus, but are considered to be in thesame world by the Asgardians.

    The last of the Norse mythology NineWorlds is Muspelheim, land of the fiery

    demons. All of these latter dimensionshave interdimensional portals to Asgard,but are arranged in such a fashion that itseems as though they are under-ground, or below Asgard.

    There is a special passageway fromAsgard to Olympus, home of the GreekGods. Since Olympus is not part of the

    Asgardian cosmology, this nexus-port ismost likely artificial rather than natural.

    Beings of the Earth dimension have, incertain instances, been able to travel fromEarth to Asgardian space. Asgardiansthemselves, particularly Thor and Loki,have taken an active part in Earths affairs.Many magically enchanted characters oritems are a direct result of Asgardianmagic. While they do not reply as readilyas many other entities, it is conceivablethat Asgardian gods could be entreatedfor Dimensional energy with which to workspells.

    Astral Plane

    Ruled By: No one

    In the Marvel Universe, the astral plane isan alternate universe in a space equiva-lent to our own where all matter is com-posed of ectoplasm. On the astral plane,the life energies and consciousnesses of

    other beings are visible only to those whocan reach the astral plane by psychic, psi-onic, or magical means. The astral planeis also sometimes called the astral dimen-sion, astral realm, or the spirit world. Manytimes what people believe to be a ghost isactually the astral body of a being who hasdied.

    For more on astral projection and com-bat on the astral plane see the Manual ofMagic under the Astral Projection powerand in the MAGIC USE AND COMBATsection on Astral Combat. Also see

    Dimension Travel above for astral projection through dimensions.

    Avalon

    Ruled By: Presumed Uninhabited

    The Isle Mystic exists in extra-dimensionaspace between Earth and the Dark Realmof the Fornor. When humans, led by

    Amergin, came to Avalon in the 12th Century, they unwitting opened a passagewayfrom the realm of the Fornor to Earth. TheFornor attacked Avalon and devastated it

    Amergin contacted his descendant, Doctor Druid, and Druid dispatched th

    Avengers to aid Amergin. Joining forcewith the Black Knight, whose 20th Centur

    spirit occupied the body of a 12th Centurya nc e s t o r, the Avengers defeated thFomor invasion. The Black Knightancestor was destroyed, but AmerginDruid magic restored the Black Knightspirit with its proper body.

    Dark Dimension

    (Also called the Nether Dimension, theDimension of Doom, and the Dre adDimension.)

    Ruled By: Clea, Regent and SorceresSupreme. Her head is surrounded by thflames of re ge nc y, a non-d a ma gi n g

    emblem of rulership.

    There are many dimensions referred to adark dimensions, implying that they aremysterious, but this is the Dark Dimension. The Dark Dimension has quite unique political structure. The originadimension itself is a pocket universe; it isalso the head of an empire which extendsover other dimensions now part of theDark Dimension. It is sometimes referredto as dimensions without number. Thisis because the Dark Dimension is one othe most powerful magical planes in existence and conquering other dimensionfrom here through magic is usually easy.

    The Dark Dimension itself has anextremely large population that lives oscattered islands of terrain. This tendto support the theory that large numbers othe population have some magical capabilities, or even that magic is a naturaphysical law there. This prevalence omagic and strange gravitational effect(each patch of substance seems to generate Earth-like gravity despite its smamass) make for a sanity-bending experience for humans.

    The extent of this magical power can be

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    seen in the numerous Dimensional Entreatyspells that call on entities within the realm

    (for example, the Dread Dormammu, andeven the Dark Dimension itself).The exact location of the Dark Dimen-

    sion is a bit of a puzzle. There has beenpassage between the Dark Dimension andthe Earth Dimension many times, and yetit has often been implied that the dimen-sion is one of the farthest from Earth. Thishas not been explained, but in game termsit may be the incredible, inherent magicalpower of this pocket-dimension thatmakes dimensional apertures so easy tocreate, and nexus so easy to locate. We doknow that physical force is much lessdeadly in the Dark Dimension than inEarths dimension (-1 CS for all aspectsof physical combat and damage). More isknown of the Dark Dimension than anyother dimension outside of Earths.

    The first known ruler of the Dark Dimen-sion was Oinar, King of Wizards, whoadded the many worlds to his own realm.He died when he stretched his dimension-conquering expansionism too far andallowed the Mindless Ones to invade (seeBook 3). section). Two members of theFaltinian race who had been exiled, Dor-mammu and Umar, defeated the MindlessOnes and seized the throne.

    D o rmammu soon exiled his sister,secured his regency, added more to his

    realm, and tried to add the Earths dimen-sion to his holdings, but was alwaysthwarted by either the Ancient One or byDoctor Strange. When Dormammu wasdefeated by Eternity, whom he foolishlyattacked, Umar returned and took over thet hrone. Dormammu re tu rned andregained the throne. Umar seized poweragain after his most recent defeat by Doc-tor Strange. She was eventually opposedby a revolutionary group, headed by herdaughter Clea, who overcame her motherand now sits on the throne.

    The regency of the Dark Dimension isan interesting one because the ruler has

    his or her power increased by those theyrule and by those in other dimensions thatentreat the regents power (see the laterdescription of Dormammu in Book 3 formore information).

    Statistics on inhabitants of the DarkDimension are provided .

    Dark Dimension Civilian

    F A S E R I PTy Gd Ty Ty Ty Gd Gd

    Health = 28 Karma = 26

    Umars Royal Guard

    F A S E R I P

    Gd Gd Ty Gd Ty Ty Gd

    Health = 36 Karma = 22

    Weapon

    Power Wand: Eldritch Beam/Bolt(Remarkable)

    Cleas Rebels (Magic WieldersNovice)

    F A S E R I PGd Ex Ty Gd Ty Gd Ex

    Health = 46 Karma = 36

    Personal Spells:

    Flight (Remarkable)ShieldIndividual (Excellent)

    Universal Spell:Eldritch Beam/Bolt (Excellent)

    Dimension of Demons

    Ruled By: Unrevealed

    All that is known of this dimension is thatthe Dread Dormammu sent Baron Mordothere as a punishment for interfering witha mystical duel between Dormammu andDoctor Strange. The Baron later escaped,a p p a rently unharmed, so despite itsname, the dimension cannot really be thatdangerous to a master of mysticism.

    Dimension of Dreams

    Ruled by: Nightmare (equivalent of a Sor-cerer Supreme)

    This dimension derives its substance fromthe dreams of other-dimensional sleepers.If beings everywhere would stop dream-ing, the Dimension of Dreams wouldcease to exist. Dwelling in the NightmareWorld, an area within the Dimension ofDreams, Nightmare can see all within hisdimension and in the dreams of all other

    beings, though he must select where he islooking. In his own surreal domain, itslandscape littered with remnants of thehuman imagination, Nightmare is nearlyinvincible. The very substance of theDream Dimension is subject to his mentalcontrol, altering its form at will. Needlessto say, this is a sanity-threatening dimen-sion. Few mortals beside Doctor Strangehave dared to confront Nightmare in hisown realm.

    Yet, despite all this, some chronicledadventures show that intrusions into the

    Dimension of Dreams are not alwaysnoted by Nightmare or, if he did note them,

    he did not interfere. There could be manyreasons for this. He has been forced to acton behalf of other dimensional entitiesbefore, possibly certain adventures oractivities have been blocked from his sightby a more powerful entity. He sometimesbecomes so busy that he cannot afford toturn his attention to matters of lesserimportance, such as minor intrusions in histerritory.

    The dimension itself is a bizarre collec-tion of images and substances, DoctorStrange describes it as Ever new, everchanging, ever menacing! A kaleido-scope cosmos filled with shifting shapesand colors. Bright light, especially thelight of truth or order, as in the wondrousEye of Agamotto, can disrupt and destroyobstacles, structures, spells, and so onwithin the dimension. It is a lightly popu-lated dimension, with its main inhabitantsbeing demons called forth by Nightmare todo his bidding.

    Some locations in the dimension arefixed in their form, though still sanity-threatening in their own manner. DoctorStrange once visited a location, distinctlycalling it the Dimension of Dreams, wherenothing had substance, nothing wasmaterial. It was a dimension where theslightest fantasy or dread could instantly

    become real and console or attack theintruder. No scientific laws existed. Cer-tain magics were extremely powerf ul,especially those usually hampered byphysical laws such as Levitation, Flight,Illusions, etc. This dimension was quitedifferent from the Dream Dimension usu-ally seen in Doctor Stranges adventureswith Nightmare. It may be that to controlso vast a realm, Nightmare must fix someareas in a set pattern and leave them sothat his energy is not constantly beingdrained.

    Another dimension visited by DoctorStrange in his earlier years was called the

    Realm of Madness, which was completelydifferent from either of these descriptionsof the Dimension of Dreams. Yet, in thatdimension, ones worst fears took form.

    Again, this may have been a fixed sectorwithin the Dimension of Dreams.

    While the Dimension of Dreams seemsvast, it has been called a pocket-dimension and the sense of vastnesscould simply be yet another of Night-mares extremely powerful illusions. Vol-untary entrance into the Dimension ofDreams can be gained through many

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    means, including sleep caused by theMists of Morpheus. Involuntary entrance

    into the Dimension of Dreams happensevery time a character falls asleep. Whileasleep, Nightmare can keep a charactersdream form (astral projection) locked up oralter it as he wishes, while the body entersa coma-like state.

    Dimension of theShadowqueen

    Ruled By: Currently Unrevealed. It wasruled by Shialmar, the Shadowcueen, aSorceress Supreme. Now it is believed tobe ruled by one of the rebels who over-threw her, Silver Fox, the last of the Wizard

    Kings whom she ousted.This pocket-dimension is very Earth-likeand may even be an alternate Earth. It is abit more stark and elemental than most ofEarth and its population appears to be pre-dominantly Oriental. It can be reached bypassing through a mystical Black Mirror.The oldest city is Majaedong, the thronecity of Shialmar which, during her reign,was a city of darkness where nothing wassacred and no profane act forbidden.Dominating the city is the Palace of theShadowcueen with its black crystallinetowers rising hundreds of feet into the air.It is said that the walls are cemented

    together with the blood and astral forms ofthe people who were forced to labor a cen-tury in its construction. The Shadow-q u e e n s royal guard were called theShadow Guard (use the Mercenary abili-ties from the MARVEL SUPER HEROESCampaign Book.

    This extradimensional world has seenmany revolutions and usurpations, the lastone occuring not too long ago when theShadowqueen was overthrown with thehelp of Doctor Strange and Wong. TheShadowqueen had been pledged to thefurthering of the interests of the NGarai arace of demons who are utterably and irre-

    deemably evil. When Doctor Strangedrove the evil out of her (she had been cor-rupted by force) she died leaving, it issupposed, one of the leading rebels, Sil-ver Fox, to take her place. But the NGaraihad an interest in the realm before theShadowqueen came into being and maybe corrupting the dimension even now.

    Umars statistics in Book 3 can be usedfor the Shadowqueen (but no Wraiths toserve the Shadowcueen), while CleasSorceress Supreme statistics can be usedfor Silver Fox (substitute the dimensional

    lkonn power for Faltine and Valtorr forVishanti).

    Dimension of Time

    Ruled By: No one

    This strange dimension is unpopulated,but is full of huge clock faces, hourg l a s ses, and swinging pendulums allmarking the passage of time. It should notbe confused with True Limbo, as they areseparate realities and one cannot go backinto the past in the Dimension of Time.Many dangers await those who wouldenter the dimension. It has an automaticdefense mechanism called the Tendrils ofTime, thick, red coils that spring forth from

    the dimension itself and try to trapi ntru ders for eternity. If more than onecharacter intrudes, it will always go for theweakest, free character first. A charactercan try to dodge the tendrils and can pos-sibly break them with a power rank FEATroll, it using a power that inflicts at leastIncredible damage.

    The dimension is very susceptible to theworkings of magic and time can be alteredby a character within the dimension. Timecan be temporarily made to go faster orslower (but not stop) in all other dimen-sions, while not effecting the time flowwithin the Dimension of Time itself.

    Nekron once discovered the dimensionand tricked Doctor Strange into followinghim there, in hopes of defeating the goodDoctor. He needed to trade another sor-cerers astral form for his own, which wasshortly due to be given to Satannish inpayment for past services. But DoctorStrange tricked him by speeding up thepassage of time outside of the dimension,and Satannish arrived earlier thanexpected (though right on time in Earthsdimension) and collected Nekron beforehe could defeat Doctor Strange.

    Dwellers Dimension

    (Also called the Dimension of Fear)

    Ruled By: The Dweller in the Dark

    Little is known of this interdimensionalspace. It is ruled by the Dweller in the Darkoperating out of his Hall of Fear, an ancientcitadel. He travels through his domain byflying or using great gray monoliths asfixed Dimensional Apert u res. Shade-Thralls attend his desires. From thisdimension the Dweller can influenceevents in the Earth dimension and hedesires to invade it someday.

    T here is some connection betweenDwellers Dimension and the Nightmar

    Dimension, possibly just the fact thaNightmare cannot exist without nightmares caused by fear, but they do nooccupy the same space and Nightmarehimself does not like the Great Fear (athe Dweller is sometimes called).

    The dimension itself is very dark andforeboding, with some pieces of floatingmatter. It is considered sanity-threateningThe Dweller, and, presumably, his dimension, are insidious in their effect on mortals. Instead of one, all-out attack, or evenlightning raids on a character or hiss en ses, they slowly destroy the characters confidence by gnawing away withdoubts and fears. For a magic wielder thiscan be dangerous, as a loss of confidencecan cause a loss of power.

    Earth Dimension

    (Also called the Mortal Plane and, for oupurposes, the Marvel Universe.)

    Ruled by: No one. Doctor Strange is theSorcerer Supreme.

    This is the prime dimension of the MarveUniverse, the location of the vast majorityof adventures in the Marvel Universe andin the MARVEL SUPER HEROES RolPlaying Game. There appear to be more

    nexus points in Earths dimension than iany other, and more dimensions andpocket-dimensions seem to intersect withthe Earth dimension than any other.

    Another peculiar facet of the dimensiois the desire by so many different entitieand factions to conquer and control it. It isquite possible that it is the nexus for aother dimensions, a type of hub in thewheel of the universes. Another possibilityis that it is the largest of all dimensionsand yet contains fewer magical characterin proportion to its size.

    The magic inherent in the Earth dimension seems to be of a different type tha

    most other magical dimensions (theschools of nature magic and whitemagic being very strong). Furthermoreevil extra-dimensional beings, like Nightmare, Dormammu, Umar, and Tiboro havfailed many times to conquer this dimension.

    Astral projection within this dimensioalso seems easier than it does in othersMany forms of non-magical astral projection exist, particularly psionic and psychiabilities, but the projection is almosalways confined within the Earth dimen

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    sion. This may be because the astralplane runs through the entire dimension,

    instead of only intersecting it in places.The Earth dimension of the Marvel Uni-verse was created by the Big Bang, that is,the explosion of primal mass at the centerof the universe flung particles throughoutthe dimension which eventually formedthe planets, stars, and everything else.

    It is known that before the age of man,Shuma-Gorath, Him Who Sleeps ButWho Will Awaken, ruled all. Outwitted byan opponent, Shuma-Gorath left to sleepthe sleep of eons. Occasionally, every mil-lennium, he can try to return to reclaim hisdimension, but has been recently pre-vented from doing this by Doctor Strange.

    Forbidden Dimensions

    Ruled By: The ruler of the Dark Dimen-sions

    Once, when Doctor Strange was takingClea to the Earth Dimension from the DarkDimension, he was forced to cross theForbidden Dimensions. These aresa nity-bending dimensions where the pos-sibility of ending on the Road of Repetitionis greatest (see the Dimension Travel sec-tion), therefore prudent travelers journeymore slowly through it. The ForbiddenDimensions are part of the Realm of the

    Dark Dimension, but it is not known whythey are called forbidden. The ruler of theDark Dimension can still control the matterin the Forbidden Dimensions. The Forbid-den Dimensions are most likely small orpocket-dimensions that are uninhabitableand serve as buffer zones of protectionaround the Realm of the Dark Dimension.

    Heliopolis

    Ruled By: Osiris, the Sky-Father

    Helipolis, which means City of the Sun,is a realm analogous to Asgard and Oly-mpus, located in another dimension adja-

    cent to Earth. This is the home of a race ofpowerful human-like entities who possessgod-like powers and were worshipped bythe ancient Egyptians of the Marvel Uni-verse from five to three thousand yearsago. Their precise origin, like that of allraces of gods of the Marvel Universe, arelost in legend. At the time of the close ofthe Twenty-First Dynasty of Egypt (about945 B.C.), the Heliopolitans were impris-oned by their treacherous kinsmen Seth,god of evil, a fate that they escaped in veryrecent times.

    Other known Heliopolitans include:Horus, the falcon-god, Isis, goddess of fer-

    tility, Geb-god of the earth, and Nut, god-dess of the heavens. The Heliopolitanstoday have little traffic with humanity, butany Dimensional Entreaty spell to theancient gods of Egypt, if answered, will beanswered by the Heliopolitans.

    Hyperspace

    Ruled By: No one. Currently believed to beuninhabited.

    A dimension accessible from Earth whosephysical laws differ from Earlhs in the fol-lowing ways. First, it is possible to surpassthe speed of light within hyperspace. Sec-

    ond, hyperspace is warped in compari-son to Eart h s dimension so that thed i stance between two points in hyper-space might be immensely shorter thanthe distance between the equivalentpoints in Earths dimension. Interstellartravel is impractical for any sentient racethat has not discovered the means of trav-elling through hyperspace in order toreach a destination in their own dimension.Hyperspace is also known as sub-space (which is sometimes confused withthe Negative Zone) and warp-space. It isaccessible through naturally occuring orartificially created nexuses in space called

    space warps.Because it is so easily reached throughartificial means, it is one of the mostpassed through dimensions while beingone of the least visited by magical charac-ters.

    Limbo

    Ruled By: Immortus

    This dimension is unique in that it existsoutside the time-stream and thus pos-sesses no time. Reality in Limbo is com-prised of a single, ever-changing momentin which everything that ever was, is, and

    could be co-exist. Human beings withinLimbo might imagine that time passesthere, since they are conditioned to thinkin such a way, but they cannot age or diethere. In order to time travel without aging,it is necessary to pass through Limbo.

    Time travel can be accomplished byeither technological (as with ReedRichards, Doctor Doom, Immortus, andKang the Conqueror) or magical means(used by Clea, Doctor Strange. and Dor-mammu). Since magic uses energies notavailable to science. it is possible that

    magical time travel differs in some signifi-cant respect; however, the full mysteries of

    time travel have yet to be reveled.

    Lonely Dimension of Tazza

    Ruled by: Tazza, the Sorcerer Supreme

    This pocket dimension has only one cur-rent inhabitant, its evil ruler, Tazza. Little isknown of this dimension, save for a fewfacts: Tazza uses the Shape ShiftingUnlimited spell at a Monstrous rank; Tazza

    just wants to be left alone; he and Dor-mammu have been on friendly terms inthe past, in fact, this pocket-dimensioncould be within the Dark Dimensionsempire; the dimension is located on the

    outer edge of infinity, implying that it isf a rther away than possibly any otherdimension, except Raggadorr; and Tazzaat one time kept a Hall of Heroes, wherehe displayed all of the paralyzed inter-lopers he had captured and inanimated.Doctor Strange defeated him in his owndimension, made him release the para-lyzed heroes and give his word to neverresume that practice.

    Negative Zone

    Ruled By: Currently believed to be Blas-taar, Monarch of Baluur. No known Sor-

    cerer Supreme.

    An anti-matter universe discovered byReed Richards which is as vast andimmeasurable as our own-with planets,suns, life-forms and civilizations to beggarthe imagination (Mr. Fantastics ownwords.) The only major known openingfrom the Earth dimension into the Nega-tive Zone was through a dimensional por-tal shaft originating on the thirty-fourthfloor of the Baxter Building, home of theFantastic Four. The portal was rippedopen in space when the Baxter Buildingwas destroyed in space. The portal is cur-

    rently believed to be permanently sealedas a result of personal combat betweenReed Richards and Annihilus.

    Olympus

    Ruled By: Zeus, King of the Gods

    Olympus is another dimension that isadjacent to Earth. It is where the Olympiangods of the Marvel Universe dwell. A por-tal exists between Olympus and the Earthdimension, where it is located somewhere

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    on Mount Olympus in Greece. Anotherportal links Olympus to Asgard.

    The Gods of Olympus are a race of pow-erful huma n-like entities who possessgod-like powers. They were worshippedby the ancient Greeks and Romans of theMarvel Universe from about 2000 B.C. to

    A.D. 500 (the gods are known by both theirGreek and Roman names). Their preciseorigin, like that of all races of gods of theMarvel Universe, is lost in legend.

    There are numerous Olympian gods, buttwelve of them comprise the OlympianPantheon, the ruling court of the Gods.The best known of this Pantheon arePluto, lard of the dead, Neptune, lord ofthe seas, Ares, god of war, Apollo, god oflight, Venus, goddess of love, and Her-mes, god of swiftness. The most famousOlympian, and member of the Avengers,is Hercules, Prince of Power.

    While the Olympians today have little todo with the inhabitants of Earth, it is possi-ble that Dimensional Entreaty spells basedon them would be answered.

    Orb Dimension

    Ruled By: No One

    The Orb Dimension is found within DoctorStranges Orb of Agamotto. It is a dimen-sion of unreality where Doctor Stranges

    memories of the past make a kind of Won-derland realm, (as in Alice In Wonder-land) but it is populated by charactersand creatures whom he knows or hasfeared (super-powered heroes, villains,friends, physical manifestations of famine,disease, etc.)

    Magic operates as normal and somespells, such as Illusions and Confusion,are especially potent. Entrance into theworld is through the Orb itself, or throughthe Eye of Agamotto within DoctorS tra ng es amulet. One must venturethrough the unreal lands to the center ofthe Orb before finding the exit out of theOrb Dimension. It is not easy to escape,Doctor Strange trapped Silver Daggerinside the Orb of Agamotto for a long time.Silver Dagger escaped, but was capturedand re-imprisoned by Strange.

    It is possible that every mystical orb hasits own dimension inside.

    Phaseworld

    (This dimension is now believed to bedestroyed, but can be reached by slippinginto Earths past and entering from there.)

    Ruled By: Currently Uninhabited; formerlyLectra, Empress of Phaseworld and Sor-

    ceress Supreme.This dimension is rarely found in therec ordings of interdimensional adven-tures. Lectra ruled from her home of Allen-dra, a huge, glittering, golden city-islandthat sinks beneath the sea of Phaseworldwhen she is not in attendance.

    Phaseworld was an extremely magicalextradimensional world, where the Sor-ceress Supreme could command the veryelements of the planet itself. Its beautywas breathtaking and awe-inspiring, itspeople, delicate and almost angelic. Any-one travelling to Phaseworld will find theyhave a +1 CS in all magical actions and

    combat (even magical items and magi-cally enhanced characters are betterthere).

    Lectras green-haired sister, Phaydra,was the rightful ruler but Lectra ensor-celled her and seized the throne. Lectra,in her quest for power, tried to convinceDoctor Strange to marry her and co-ruleher dimension, but she accidentallydestroyed Phaseworld when she shat-tered the Soul-Mirror which bound the sis-ters to the land. If one travels to thisdimension now, he will only find lifelessrubble floating in space.

    QuadriverseRuled By: Currently Unrevealed

    The Quadriverse is a four-se c t i o n e ddimension, possibly a multiverse, wherelife and science have no relationship toany other part of the known universe. Toenter the Quadriverse, one mustencounter its female guardian and enterher mind, which is not as difficult as itsounds, merely desire to do so and it hap-pens. The Quadriverse seems to violentlyaffect characters drives, making themsavage and careless, They seem to revelin their own power, using the most

    extreme of their powers to kill rather thanto defend (a Reason FEAT roll with a pen-alty of a 3 CS is allowed the hero eachencounter to control his aggressive ten-dencies. Karma loss for killing isnotappli-cable here.)

    This is a sanity-threatening dimension,far worse than Phaseworld or the DarkDimension. A character can die a numberof times here, then return to life againabout 10 rounds later (pain is felt, though,and Karma loss from being defeated is asnormal). There is a final death after about

    seven false deaths.The dimension itself is evenly divided

    into four smaller sectors, two opposingblack and two opposing white dimension(checkered). The first sector is Menacewhere the threat to the characters sanityfirst begins. The second sector is Calmness and Tranquility, a lonely stretch oland with a lovelycastle. Thethird sector isa smoky Inferno (flaming Typical damagper every other round to any character noprotected against magic, heat, or flame)The fourth sector is Home, where theinhabitants of the dimension dwell in pastoral peace. One must go through the firsthree sectors to reach the fourth.

    Quadriverse was ruled by the Creatorsa league of sorcerers from various timperiods, who sent the sorcerer Xandu toneutralize Doctor Strange, so that themight expand the Quadriverse into theEarth dimension. Led by Stygyro andbacked by the power of the In-Betweenethey were powerful enough to plant suggestions and illusions in the mind of the

    Ancient One, though he was one with thuniverse. The Ancient One temporarilstripped Doctor Strange of his title of Sorcerer Supreme and the Creators temporarily took over the Earth dimension bytransforming themselves into stars, forcing the real stars into human form. Eventually, all was set right again by Docto

    Strange and Apalla, one of the starhumans. Now that Doctor Strange has sethings in the Earth dimension aright, themay possibly have returned to rule Quadriverse again.

    Raggadorr

    (Also known as the Nameless Dimension)

    Ruled By: Unrevealed, possibly no one.

    Very little is known about the dimension oRaggadorr, and that which is known is partially assumed from snatches of incantations.

    It has seven roving rings, which muscontain powerful magic for they are oftencalled upon in Dimensional Entre a tspells and act to bind or are used as a barrier. These rings may actually be ringsaround a planet, such as Saturns rings, omay be the only matter in the dimension.

    A magic wielder can exist there becausKaluu fled from Earth and was trappedthere for 500 years. Only a dimensionspanning catastrophe, caused by the struggle between Dormammu and Eternityreleased enough energy to break hi

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    entrapment there. Upon his return we firsthear of and see the Demons of Denak, so

    it is quite possible that they originated inthat dimension. He seemed extremelyhateful of the dimension, implying it wasnot a location to which one would wish tobe banished.

    It has been referred to more than onceas a dimension beyond the edge of theuniverse, and other phrases that lead usto believe it is probably the dimension far-thest away from Earths dimension, but, asin the case of the Dark Dimension, its pow-erful magical essence allows it to bedetected and entered.

    It is also called the Nameless Dimen-sion, which does not sound too pleasant,and may also be the location called thePlace which is Not a Place.

    Another incantation, the Rains of Rag-gadorr, is an extremely powerful cleansingrain, washing off even the most vile ofmagical fungi. These rains may be power-ful enough in their own dimension to sup-po rt life without any other need ofsustenance. They might also grant goodhealth and increased longevity to itsinhabitants. Kaluu had barely aged those500 years, though he implied that the pas-sage of time was the same in the Name-less Dimension as it was on the EarthDimension.

    Realm of the Beasts

    Ruled By: Currently Unrevealed (wasSomon, most ancient and powerful of thebeasts)

    This is an extradimensional world, notunlike Earth, but in a universe outside ofmans experience. A million years agoGreat Beasts rose up. They pillaged andcorrupted the world, then set forth insearch of new lands to pollute. Threetimes they attacked the Earth, in thedimension closest to them, and threetimes they were driven back by the North-ern Gods of the Marvel Universe. The lasttime the Beasts were sealed behind a bar-rier designed to keep them forever in theirown realm, but because of the magicrequired to seal them up, the gods werealso imprisoned.

    The Realm of the Beasts is entered fromEarth with the use of the Great Key, a pow-erful magic item, in a crater in the Northcalled the Eye of the World. The barriersealing the Beasts is weakened for amoment and a master with the Dimen-sional Aperture power may pass through.

    Many lifeless dimensions must be tra-versed first, before the colorless Realm of

    the Beasts is entered.This realm may have been permanentlydestroyed recently by Alpha Flight whotraveled 10 the Realm of the Beasts toregain the lost personality of Wal te rLangkowski, once Sasquatch.

    Sixth Dimension

    Ruled by: Tboro, Undisputed ruler andSorcerer Supreme.

    Little is known about this lightly populateddimension. It has substance which resem-bles some of the more desolate, rocky sec-tions of the Earth. Involuntary entrance

    can happen if a character is standing inclose approximation to the Screaming Idolwhen it activates itself (see the MagicalItems section). Tiboro, who used to spreadScreaming Idols throughout the dimen-sions to recruit slaves, is the absoluteruler of his dimension.

    MISCELLANEOUS WORLDSAND DIMENSIONS

    Dimension of Deception andMisconception

    This sanity-bending dimension is ruled by

    the In-Betweener and, by all accounts isotherwise uninhabited. There the originalWheel of Change keeps spinning, keepingthe balance of all the dimensions intact.

    Dimension of Satannish

    Satannish rules this dimension, calling ithis vaporous, venom-dripping void.This realm is referred to at least once asexisting within us all as an unconsciousdimension, It is possible that this dimen-sion is a micro-verse, but it is far morelikelythatthe reference deals with the per-manent nature of evil and howdifficultis isto eradicate it.

    KAi

    A micro-world formally ruled by Jarellagreen-skinned female who became tke,lover of Bruce Banner/the Hulk.

    Katharta

    An extradimensional barbarian land whichspawned Korrek, companion of the sor-cerers Dakihm the Enchanter and Jenni-fer Kale.

    Kobar

    A very Earth-like extradimensional world,though far more primitive scientifically. It isruled by a mighty barbaric warlord ,Chaynn. His top magician is namedTymon. At one time they were tempted toinvade the Earth dimension and beganstealing military items from the Earth sothey could duplicate them. But DoctorStrange showed them a vision of what asingle nuclear explosion could do, andthey were so appalled that they not onlydropped all plans to invade Earth, butwanted nothing else to do with this world.

    Kun-Lun

    This is a stronghold of a colony of alienhumanoids, origin unknown, whosespaceship crash-landed upon a small,extradmensional world, approximately amillion years ago. The ships warp-driveengines somehow created a permanent,oscillating rift between the pocket-dimen-sion world and Earths dimension. Thiscaused the settlement to shift into Earthlyspace periodically on a site in the remoteHimalayan Mountain range in Tibet.

    The Kun-Lunians cannibilized theirship and built a city. No citizens alive todayknow that the Central Hall of Ancestorswas once the spaceship that bore them totheir world. Now that the mystical emerald

    crystal that regulated the dimensionalmatrices has been broken by Kun-Lunsadopted champion Iron Fist, the durationof this period of interface with the Earth isunknown.

    Apocryphal stories about Kun-Lun toldby travelers gave rise to the Chinese leg-end of the same name. Master Khan is asinster god of Kun Lun who demandsbloody acts of devotion from his followers.If this cult ever spread out of Kun-Lun, itcould cause real problems for the mysticalforces of Order.

    Magiks Limbo

    Ruled By: Magik

    The dimension that the New Mutant Magikrules is actually a pocket dimension of theTrue Limbo dimension. Time does pass inMagilks dimension, though at a variablepace compared to Earth time. The matterof Magiks Limbo can be shaped andtransformed by her thoughts and emo-tions. She is the Sorceress Supreme of herdimension, a position she took fro mBelasco, a sorcerer whose powers wereenhanced by his demonic patrons. The

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    position may have something to do withher Soul-Sword, but no details are known.

    The dimension is populated by minordemons who serve their master. The prin-cipal demon is known as Sym (use thestatistics of a Dykorr in Book 3 for Symbut delete the Flight power).

    NGarai Dimension

    The NGarai is a race of demons that oncelived on Earth, left for another dimensionroughly a million years ago, and are nowintent on returning to Earth. The gatewaythey use to reach Earth from their dimen-sion is called a Saarpool, a pool of liquidf ire. Undoubtedly their dimension issanity- threatening and it is advised that

    no character enters it, for he risks his verylife in doing so.

    Pohldahlk

    All that is known of the dimension ofPohidahk is that it is full of demons. Theplane is sometimes tapped into for Dimen-sional Entreaty powers.

    Polemachus

    This extradimensional world is the home ofArkon. He is the greatest of championsin this militaristic world. The rings whichsurround Polemachus and provide it withheat and light, have fluctuated many timesin the recent past. Many schemes torecharge them have been hatched (includ-ing using the energy from an Earth dimen-sion nuclear disaster), but a rechargerbuilt by Iron Man and charged by Thor, andlater Storm, did the trick.

    Arkons natural tendency is to conquerother worlds. He has attempted pittingt hree extradimensional worlds againsteach other and has fought with the X-Menand Fantastic Four against extradimen-sionals, the Badoon, who attacked hisdimension. Despite this constant helpfrom the Earth dimension, Polemachus

    just cannot be trusted to constantlyrestrain its militaristic tendencies.

    Pseudo-Hades

    (Also called the Dimension of the WindingRoad) All we really know of this dimensionis that is is ruled by Margali, its SorceressSupreme, illusionary powers work verywell there, and her daughter, JimameSzardos, once tried to be a disciple of Doc-tor Strange, but was turned down.Purple Dimension

    This pocket-dimension is ruled by Agga-mon, the Sorcerer Supreme of a race of

    green-skinned humanoids who abducthumans for slave labor. The abduction isthrough a mystical purple gem, specifi-cally placed in Earths dimension for thatpurpose (similar to Tiboros ScreamingIdol). It is called the Purple Dimensionbecause one must pass through the pur-ple veil to get to it. This was the seconddimension Doctor Strange ever visitedand he forced Aggamon to free the slavesand stop his abductions, but things mayhave changed since then.

    Realm Unrevealed

    This pocket-dimension is where Clea was

    sent by the Spell of Vanishment. Onlythrough an extremely powerful spell by amaster, or through the Doorway of theDimensions, can one leave the RealmUnrevealed after entering it.

    Shadow Dimension

    A land of despair, where law holds littlesway and chaos rules over all. The ruler ofthe realm is called either the NightCrawler, the Worm of Darkness, or theSlitherer in the Shadow. He is a bipedalalien with tentacle- like fingers and a trun-cated body. Through his many battles withthe Undying Ones he has learned many

    mystic arts (treat him as Master level).One of the spells includes how to create amystic wand that neutralizes magic byusing the energy that is inherent in theouter edges of this dimension. The dimen-sion may very well be a pocket-dimensionand acts as a buffer between many dimen-sions.

    Therea

    Extradimensional realm where benevolentgods dwell, who appear in the form ofdogs to human eyes.

    VoidAlso known as The Madness Within,this is the dimension that is nexusedthrough Shamans pouch. It is a vastdimension that crosses through differentrealities. At least once in the past Shamanhas reached through and grabbed thehand of another mage who was reachinginto his mystical bag and nexusing thesame dimension. The dimension is adirect source of energy for magic and allShaman needs to do is reach into the bag

    for a natural item (or stored magic itemand it will instantly come to him.

    The dimension is very dangerous toenter or let loose. If a mystical pouch thaacts as a nexus to the Void is turned insideout the Void begins to expand into theEart h s dimension. Anyone entering needs to make a Reason FEAT roll everthird round against a sanity-threateningexperience. To close the dimension backup, two magic wielders of at least adeplevel are needed: one outside and oneinside. If a powerful mystical force, suchas a natural mage like Talisman, is introduced into the expanding Void, it will collapse back in on itself. While the adepoutside the Void can slow down the rate ocollapse a little, he must act quickly tosnatch out the adept inside or lose him inthe void forever.

    Watoomb

    All we know of Watoomb is that he is a verpowerful being that may not be mortal. His entreated many times in different spellshe has retired from actively participating imystic affairs, and his Winds are oftencalled upon, possibly indicating that hidimension is a very windy place or thamovement within the dimension is by riding wind currents instead of walking.

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    ENTITIES AND

    ENTREATINGExtradimensional entities are often spo-ken of as gods in the Marvel Universe. AMarvel Universe god is a humanoid beingwith a longer life-span and greater physi-cal powers than human beings, whosekinsmen or self has once been wor-shipped by humanity. Some races of gods,such as the Olympians, are for all practicalpurposes, immortal. All races of gods nowdwell on some extradimensional world,although they may have lived on Earth inancient times. There seems to be a spe-cial connection between the gods whowere once worshipped on Earth and Earthitself. See the Dimension section for

    Asgard, Heliopolis, and Olympus.When a character wishes to perform

    some spell that is not defined in Book 1 orthe Judge wishes to intervene in the inter-est of game balance, a god (which we willcall as entity from here on) is usuallyentreated or introduced. For a character toperform such a task requires a successfuluse of an entreaty dimensional spell.Many entities are given which can beentreated under the dimensional spells listin Book 1, but certainly additional spelleffects are possible.

    If a player with dimensional spells

    wishes to create a new spell, he shoulddiscuss its exact definition with the Judge,the spell can be whatever the Judgedecides (use already established spells asguidleines.) Once the spell is establishedthe Judge can then assign it to an entity,but before he can do this (or use entities asmanipulators in a campaign), he mustunderstand what they are and what it hasbeen indicated that some of them arecapable of doing or granting. This sectionis included for this purpose.

    Entities

    I grow weary of claims of godhood fromevery extradimensional entity who man-ages to gather a few Earthly followers.Doctor Strange

    Entities, as used in the text of these books,are extradimensional beings, places, orthings that wield, contain, or otherwisepossess great mystical energies. They areconsidered here because their energiescan sometimes be tapped by Earthlymages to provide energy for their magicalspells. Because these entities have so

    much more power than the average beingthey are sometimes referred to as gods (ordemons if they have degenerated), andmany are even worshipped by cults as thesource of their spells and knowledge.

    Entity Intervention

    Some gods die; others but slumber, andin their dreaming wait for a dawning hourand movers prime, and the opening of agate.The Thanatosian Tomes.From a 1623 translation by the Marquis De

    Rais

    Make no mistake of it, all powerful mysti-cal entities are interested in the balance ofthe cosmos. This is how they are assuredof the maintenance of their spells.

    Entities that are considered good,white, or striving for Order are inter-ested in maintaining the balance. Theother entities, dedicated to evil, black,or Chaotic philosophies and given todreams of conquest and increased powerare constantly trying to usurp newdomains and unbalance the universes.

    Because Earth seems to be a nexus forso many dimensional apert ures, andbecause so much magic interacts there,the status of this location is of great inter-est to most entities. Many is the time ademon has attempted to conquer theEarth dimension, and many are the entit-ies that are successfully entreated to pro-vide energy for spells to fight thesewould-be conquerers. A few entities arecompletely neutral, such as the In-Betweener, but those are rare.

    Because mankind can sometimes be asgreedy, petty, or megalomaniacal as thesedemons, it is often easy for a demon to

    recruit new Earthly followers and believersto his cause.

    Cults spring up constantly, dedicated tothis entity