Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Putting some flavour into Magic Arrays

This is the catch-all forum, for Mutants & Masterminds threads that you're not quite sure where to put.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Putting some flavour into Magic Arrays

Postby cbwjm » Mon Mar 19, 2012 6:01 pm

The index of the Ineffable Incantations
Personal, Universal, & Dimensional Magic (You're here, this post, just past the contents)
Legend's Mighty Marvel Spell Conversions
Paths of Magic in the world of Ursus
Prestidigitation - Minor Magics for Mages
Elemental Fusionists (Rifts)


I've been thinking about magic and how to put some flavour into it in the M&M system. Primarily I ended up thinking of the original marvel superheroes game with its division of personal, universal, and dimensional magics. Not every magic user will have access to each type of magic, many will only have access to personal and universal magics which will be fine for many players, especially with hero point use.

  • Personal Magic - Array
    Power examples: Personal Force Field, Telepathy, Astral Projection, Personal Flight/Levitation
Personal magic is for the spells and powers that mages use which only require a moments concentration to use, many have effects similar to psionics (Telepathy, Astral Projection) as well as some minor defensive and movement powers (Force Field, Flight). In general personal magic shouldn't have any flashy attack spells and any combat powers should be defensive in nature. Attack spells are left for universal or dimensional powers.

:arrow: Personal magic only requires a moments concentration (i.e. a standard action) and shouldn't be affected by a Power Loss complication: requires gestures/speech.

  • Universal Magic - Array
    Power Examples: Mystic Blasts, Shapechanging, Teleportation, Group Flight, Group Force Field/Create
Universal magic is the class of magic that most mages will be drawing their spells from. It contains the majority of the utility and attack spells and most mages are likely to have at least half a dozen commonly uses spells in their universal magic array.

:arrow: Spells should have names for added flavour rather than just calling your ranged damage attack Magic Blast make something up or borrow from other sources (Bolt of Bedevilment anyone?). A spell's name could indicate who your teacher was and tie your character into the world (remember to work with your GM). For instance, perhaps the mighty conjuror Melf taught you his signature acid arrow spell which becomes your attack spell of choice. Mordenkainen may have let you in on the secret to casting Mordenkainen's Magnificent Mansion, although I'm not certain how you would model that particular spell in M&M.

  • Dimensional Magic – Variable Power
    Limited: Only effects based on a single patron entity at a time.
    Dimensional Magic can potentially duplicate any of the powers available in the Personal/Universal magics but it requires that you have a pact with an other dimensional entity.
    Power Examples (from Marvel comics): Cyttorak – Bindings, Force Field; Watoomb/Elemental Lord (Air) – flight, move object (via wind blast); Mephisto - Soul Fire (Blast resisted by will); Illusion

Every time you reset your dimensional power set you are effectively calling on one of your patrons. When you take Dimensional Magic also select one or two patrons for your powers.

Dimensional Magic also brings into play a new advantage:

    Favoured Patron. Provides a +2 circumstance bonus which can be applied to the attack roll or effect of a dimensional magic spell.

You can be favoured with only a single patron at a time and if you form a pact with a new patron entity that is opposed to a patron already on your list (light vs darkness for example) then you will suffer a complication which negates the advantage. You may reassign the advantage to another patron or break the pact with the former patron and apply it to your new patron.

If you break a pact with a former patron then you will gain a complication: Broken Pact – (Entity): The entity regularly sends servants against you for breaking your pact. You may never again gain the patronage of this entity and you suffer a major disadvantage when trying to form a pact with a new entity (News has spread amongst the dimensional beings that you are a pact breaker).

:arrow: Personal magic contains those powers that have been combined into an array in past archetypes. Quite often remote sensing was an alternate power of flight for instance and it always aids the sorcerer's survivability and combat effectiveness to have a defensive and offensive powers in separate arrays.
:arrow: Personally I think that breaking a former pact makes for a more interesting experience for role playing and provides an excellent hook for the GM.
:arrow: If you want more patrons then it might be more entertaining to roleplay the experience or perhaps it can happen in the downtime between adventures so that it doesn't slow down your game. A sidequest to gain a patron could be entertaining and players should be encouraged to work with the GM to come up with new names and themes for dimensional patrons. After all, Gurok, the Immovable Mountain sounds better than Elemental Lord (Earth).

I would never try to force a player into this system of magic where powers are divided by type but I would certainly encourage it, especially if they get into the whole patron business.

Schools of Magic
To further define magic you can belong to a specific order of magic users. DC has the Lords of Order and Chaos (actually Marvel has their own Lords of Order and Chaos as well) and marvel has multiple schools of magic. Doctor Strange was a student in the school of order although he has made use of chaos magic in the past. Baron Mordo was perhaps the greatest master of the school of chaos, Doctor Druid presumably belonged to the school of nature magic.

Using a school can help you define your spells using descriptors or help you come up with names for your spells. It can even be used as reason for a specific patron for your dimensional magics, Doctor Druid may well have drawn upon the power of Gaea for some of his spells. Doctor Strange had the Vishanti and often also cast the Crimson Bands of Cyttorak. Cyttorak seems fairly neutral when handing out spells although the Juggernaut was definitely an instrument for chaos. All of these can combine to make your mage a more memorable character instead of a PC with a wide array of powers to draw upon.
Last edited by cbwjm on Mon Mar 26, 2012 9:17 pm, edited 7 times in total.
User avatar
cbwjm
Hireling
Hireling
 
Posts: 196
Joined: Tue Jan 18, 2011 3:25 pm
Location: Auckland, New Zealand

Re: Putting some flavour into Magic Arrays

Postby Aerlwyn » Mon Mar 19, 2012 6:04 pm

Thinks its a good idea as alot of spells should be based on experience as most character are just suppose to be starting out so not alot of hands on knowledge.
User avatar
Aerlwyn
Paragon
Paragon
 
Posts: 3145
Joined: Mon Sep 12, 2011 10:16 am

Re: Putting some flavour into Magic Arrays

Postby cbwjm » Mon Mar 19, 2012 10:12 pm

I've expanded my original post a bit. I'd be happy to hear what others have to say about making magic a more flavourful experience in M&M, I'm expecting a power profile about magic to be released at some point in the future.

Aerlwyn wrote:Thinks its a good idea as alot of spells should be based on experience as most character are just suppose to be starting out so not alot of hands on knowledge.


I would consider the PL10 mystic heroes to be journeymen, a good working knowledge of magic with a handful of spells and access to personal and universal magics to a certain degree (i.e. the Mystic Archetype). They are in no way masters of magic and may not yet have made any deals with otherworldly entities for Dimensional spells. If they have a pact then their variable rank is likely to be low, they simply aren't important enough for their patron to invest much energy in them, something likely to change as they gain experience and make more of a name for themselves.

Apprentice mages are the PL 6-8 characters, they have been practicing personal magic as the foundation for the rest of their career in the mystic arts. If they know any universal magic it is likely only going to be a single spell, maybe two. Apprentice mages are a dime a dozen, no dimensional magic for them they're simply beneath the notice of most patrons.
User avatar
cbwjm
Hireling
Hireling
 
Posts: 196
Joined: Tue Jan 18, 2011 3:25 pm
Location: Auckland, New Zealand

Re: Putting some flavour into Magic Arrays

Postby Aerlwyn » Mon Mar 19, 2012 11:20 pm

Thinking something like this as example of classes/levels of magicians.

Zatanna (young justice) Starting magician
Clea (Marvel before ruling the dark dimension) Journeyman magician
Zatanna (JLU)/Dr Fate (JLU)/Dr Strange (Marvel) Master magician
User avatar
Aerlwyn
Paragon
Paragon
 
Posts: 3145
Joined: Mon Sep 12, 2011 10:16 am

Re: Putting some flavour into Magic Arrays

Postby cbwjm » Tue Mar 20, 2012 2:01 pm

Aerlwyn wrote:Thinking something like this as example of classes/levels of magicians.

Zatanna (young justice) Starting magician
Clea (Marvel before ruling the dark dimension) Journeyman magician
Zatanna (JLU)/Dr Fate (JLU)/Dr Strange (Marvel) Master magician


That is how I would place them. a few other examples:

Apprentice: Raven (teen titans)
Journeyman: ?
Master: Baron Mordo, Doctor Voodoo, Doctor Doom (current)

Even among the ranks of apprentice, journeyman, and master there are divisions based primarily on experience and sometimes natural power. I'm sure everyone considers Doctor Strange and Doctor Fate at the top of the Master food chain, one is/was Sorcerer Supreme while the other if a Lord of Order.

Daimon Helstrom and his sister Satanna might have been considered the upper levels of Journeyman although due to their heritage they function as Masters. Although recently they seem to have been written as quite knowledgeable in the ways of magic, Daimon was even a possible candidate for Sorcerer Supreme so perhaps they would be counted as Masters even without their demon heritage.
User avatar
cbwjm
Hireling
Hireling
 
Posts: 196
Joined: Tue Jan 18, 2011 3:25 pm
Location: Auckland, New Zealand

Re: Putting some flavour into Magic Arrays

Postby legend » Tue Mar 20, 2012 5:13 pm

Here's my list of converted Marvel Spells from MHAC9. The X in the spell is the Marvel rank converted to M&M (PR 1, TY 2, GD 3, EX 4, RM 6, IN 9, AM 11, MN 12, UN 13, SHX 14, SHY 15, SHZ 16, CL1000 17, CL3000 19, CL5000 20). Note that, for some unknown reason, Marvel also had a fourth category of spells called Miscellaneous.

All Marvel spell casters have the following complications:
Spell Disruption: If a magic wielder is affected by a readied action, the GM may allow his or her spell is disrupted as if it had been countered.
Gestures: A character must be able to move his/her hands to cast universal, dimensional, or miscellaneous spells.
Chants: A character must be able to speak clearly to cast dimensional spells or miscellaneous spells.
Dimensional Entreaties: Neutral or hostile beings may take notice of a character when they call upon them to cast dimensional spells. The entreated being makes a DC 40 check, adding the character's PL and spell rank. Hostile beings also get a +2 circumstance bonus. A 20 is not an automatic success. If the being takes notice it may attack the caster, send the caster on a mission, restrict further use of the spell, or just keep the character in mind for future reckoning (GM’s discretion based on intent of the spell).

PERSONAL
Absorption: Enhanced Strength (X-STR), Absent Stamina, Immunity 30 (Fortitude Effects), Impervious Protection X, Strength & Protection Limited by material strength Linked to Energy Aura X, Variable Descriptor 2 (energy), Fades, Limited by rank of energy absorbed, Activation (Move) • 4X-STR-2*STA+21 points (Max Rank 11)
Admittance: Perception Ranged Enhanced Technology X+10-TECH, Limited to Security Linked to Enhanced Advantage (Second Chance) • X+11-TECH
Alteration-Appearance: Morph 3 (humanoid) • 15 points
Alteration-Body Weapons: Enhanced Advantage (X-CA) (Close Attack (X-CA)) Linked to Strength-based Damage (STR+1CS) • (X-CA)+(STR+1CS) points (If X-CA is zero or less do not include)
Alteration-Bone: Insubstantial 1 • 5 points
Apparition: Flight 1 (Distracting), Insubstantial 4 • 21 points
Armor: Protection X-TOU, Impervious Toughness X, Reduced Agility (AGL-1CS), Reduced Dexterity (DEX-1CS) • 2X-TOU-2*(AGL-1CS)-2*(DEX-1CS) points
Astral Projection: Remote Sensing Y (visual, auditory, mental), Defenseless, Subtle 1 • 3Y+1 points (FE 16, PR 17, TY 18, GD-EX 19, RM 20, IN 21, AM 22, MN-UN 23, SHX-C1000 23+Space Travel 1, C3000 23+Space Travel 2, C5000 23+Space Travel 3)
Chameleonic Coloring: Enhanced Stealth X-STEALTH Linked to Visual Concealment 2, Blending • (X-STEALTH)/2+2 points
Damage Absorption: Immunity 10 (Energy), Half Effect • 5 points
Damage Conversion: Energy Absorption (Physical Attacks, Enhanced Strength (X-STR), Enhanced Toughness (X-TOU) Linked to Immunity 80 (Toughness Effects), Half Effect, Limited to physical attacks • 3X-2STR-TOU+27 points
Density Control-Self (Decreased): Insubstantial 4 • 20 points
Density Control-Self (Increased): Enhanced Strength (X-STR) Linked to Enhanced Toughness X-TOU, Impervious Toughness X • 4X-2STR-TOU points
Dual Persona: Immunity 10 (Mental Effects), Half Effect • 5 points
Empathy: Mind Reading X, Effortless, Subtle 2, Limited to Emotions, Limited to Surface Thoughts • X+2 points
Enchanted Eye: Visual Remote Sensing Y, Simultaneous, Noticeable Linked to Senses 8 (Magic Awareness, Counters All Concealment, Counters Illusion) • 3Y+7 points (FE-TY No Remote Sensing, GD 2, EX 3, RM 4, IN 5, AM 6, MN 12, UN-SHZ 23, CL1000 Space Travel 1, CL3000 Space Travel 2, CL5000 Space Travel 3)
Flaw: Ranged Damage X, Limited to objects, Improved Smash • X+1 points
Flight: Flight X • 2X points
Foretelling: Enhanced Dodge X-DODGE, Enhanced Parry X-PARRY, Limited to specified target Linked to Luck Control 1 (force re-roll), Limited to specified target, Limited to actions which affect caster, Luck 1, Activation (Standard) • (X-DODGE)/2+(X-PARRY)/2 points Gramarye:[/b] Enhanced Perception Enhanced X-PER, Second Chance Linked to Senses 4 (Postcognition), Limited to objects • (X-PER)/2+3 points
Growing: Growth Y • 2Y points (FE-PR 1, TY 2, GD 3, EX-RM 4, IN 5, AM 6, MN 7, UN 8, SHX 10, SHY 12, SHZ 14, Limit by PL unless specified)
Healing: Healing X, Persistent, Restorative, Limited to self • 2X+1 points
Image Projection: Illusion X (all senses), Independent, Limited to duplicates • 5X points
Immovability: Immunity 10 (Movement Effects), Protection X-TOU, Impervious Toughness X • 2*X-TOU+10 points
Invisibility: Visual Concealment 4 • 8 points
Learning: Enhanced Advantages [2X-CA-RA] (Close Attack [X-CA], Ranged Attack [X-RA]), Enhanced Dodge X-DODGE, Enhanced Parry X-PARRY, Limited to one opponent, Activation (Standard) • (2X-CA-RA)/2+(X-DODGE)/2+(X-PARRY)/2-2 points
Levitation: Flight X, Subtle, Levitation • X+1 points
Luck: Luck Control 4, Luck X/2 • X/2+12 points
Manipulation: Ranged Affliction X (Resisted by Dodge then Strength; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree • 2X points
Mental Barrier: Immunity 30 (Will Effects), Half Effect, Limited to Magic Linked to Senses 1 (Mental Awareness) • 11 points
Post-Cognition: Enhanced Perception X-PER Linked to Senses 4 (Postcognition) • (X-PER)/2+4 points
Protected Senses: Immunity 20 (Sensory Effects), Half Effect • 10 points
Reflective Aura: Immunity 20 (Energy), Half Effect, Sustained Linked to Ranged Damage X, Reaction to energy attack, Fades, Limited to rank of attack -1 • 3X+10 points
Resistance Aura: Immunity 10 (Life Support) • 10 points
Sensing-Clairaudience/Clairvoyance: Remote Sensing Y (auditory, visual), Subtle • 3Y+1 points (FE-TY 1, GD 2, EX 3, RM 4, IN 5, AM 6, MN 12, UN-SHZ 23, CL1000 Space Travel 1, CL3000 Space Travel 2, CL5000 Space Travel 3)
Sensing-Danger: Enhanced Perception X-PER Linked to Senses 1 (Danger Sense) • X-PER+1 points (+1 CS Perception if X-PER is zero or less)
Sensing-Evil: Enhanced Perception X-PER Linked to Senses 5 (Detect Evil, Accurate, Radius, Ranged) • X-PER+5 points (GD Extended 1, EX-IN Extended 2, AM-Extended 3, MN-Extended 4, ETC)
Sensing-Fields: Enhanced Perception X-PER Linked to Senses 5 (Detect Force Fields, Accurate, Radius, Ranged) • X-PER+5 points (GD Extended 1, EX-IN Extended 2, AM-Extended 3, MN-Extended 4, ETC)
Sensing-Identity: Mind Reading X, Cumulative, Effortless, Limited to discovering targets true identity • 3X points
Sensing-Mystical Detection: Enhanced Perception X-PER Linked to Senses 7 (Detect Magic, Accurate, Acute, Analytical, Radius, Ranged) • X-PER+7 points (GD Extended 1, EX-IN Extended 2, AM-Extended 3, MN-Extended 4, ETC)
Servant: Summon X, Active • 3X points
Shield-Great: Create X, Impervious, Subtle 2 • 3X+2 points
Shield-Individual: Create X, Impervious, Selective, Subtle 2, Close • 3X+2 points
Shrinking: Shrinking X • 2X points
Telekinesis: Perception Ranged Move Object X, Damaging WILL, Precise • 3X+WILL+1 (Use the lower of X or Will for WILL)
Telepathy: Mental Communication Y • 4Y points (FE-GD 1, EX-IN 2, AM-MN 3, UN-SHZ 4, CL1000+ 5)
Tongues: Comprehend Languages 3 (speak, understand, read) • 6 points
Trance: Enhanced Awareness X-AWE+10 Linked to Enhanced Advantage (Trance) • 2X-2*AWE+21 points
Transformation: Variable X for transforming body into another substance (energy, fire, gas, ice, metal, mineral, sound, or water) • 7X points
Vapors-Enhancement: Enhanced Strength X-STR, Agility X-AGL, Stamina X-STA, or Will X-WILL • 2*MAX+3 points (+1CS if any is 0 or less)

Notes:
Shape-Shifting removed and combined with Alteration-Appearance
Combined Sensing-Clairaudience/Clairvoyance

UNIVERSAL
Animation: Perception Ranged Move Object X, Damaging, Precise, Subtle, Sustained • 5X+2 points
Bands: Snare WILL • 3*WILL points
Charm: Perception Area Affliction X (Resisted by Will; Dazed, Compelled, Controlled), Selective, Feature (Aura, not Mental Control), Insidious, Limited to not attacking caster • 2X+2 points
Confusion: Ranged Burst Area Affliction X (Resisted by Will, Dazed, Stunned, Controlled - attacks nearest target), Insidious, Limited - target rolls D20 on his/her turn and can act normally on an 11 or greater • 2X+1 points
Conjure (Attack): Summon X, Heroic, Broad Type (humanoid), Unfriendly, Resistible, Permanent • 3X points
Conjure (Creature): Summon X, Active, Very Broad Type (any non-humanoid) • 6X points
Conjure (Item) – Item: Enhanced Advantage X (Equipment X), Continuous, Increased Action (Move Action) • X points
Conjure (Willing): Summon X, Heroic, Broad Type (humanoid), Permanent • 6X points
Curse: Perception Ranged Affliction X (Resisted by Will; Impaired), Limited Degree 2, Continuous • 4X points
Density Control-Others (Decreased Attack): Insubstantial Attack 4 • 20 points
Density Control-Others (Decreased): Insubstantial 4, Affects Others Only • 20 points
Density Control-Others (Increased): Ranged Enhanced Strength X, Affects Others Only Linked to Ranged Impervious Protection X, Affects Others Only • 6X points
Eldritch Beams/Bolts: Ranged Damage X • 2X points
Eldritch Blast: Ranged Burst Area Damage X • 3X points
Eldritch Breath: Cone or Line Area Damage X • 2X+1 points
Eldritch Crystals: Ranged Multiattack Piercing Damage X, Quirk (Single Target or Covering Attack only) • 3X-1 points
Eldritch Flames: Ranged Line Area Damage X, Indirect 3, Sustained • 5X+3 points
Emotion Control: Mind Control X, Variable Descriptor 2 (Emotions), Sense Dependent (vision), Alternate Effect (hearing dependent) • 3X+3 points
Energy Control - Negate: Burst Area Nullify X, Effortless, Precise, Selective, Simultaneous, Variable Descriptor 2 (Energy) • 5X+3 points
Energy Control - Intensify: Ranged Burst Area Damage X, Variable Descriptor 2 (Energy), Limited - origin point must be existing energy source • 2X+2 points
Fear: Ranged Burst Area Affliction X (Resisted by Will; Impaired & Dazed, Compelled & Disabled, Controlled), Extra Condition, Concentration, Limited - compelled or controlled to flee • 4X points
Forgetfulness: Perception Area Affliction X (Resisted by Will; Dazed, Stunned, Transformed - forget specific thing or event), Progressive, Continuous • 7X points
Glamor: Cylinder Area Dazzle X, Sustained • 5X points
Growing-Others (Attack): Ranged Growth Attack Y (Y is Resisted by Fortitude), Affects Objects • 4Y points (FE-PR 1, TY 2, GD 3, EX-RM 4, IN 5, AM 6, MN 7, UN 8, SHX 10, SHY 12, SHZ 14, Limit by PL unless specified)
Growing-Others (Willing): Ranged Growth Y, Affect Others Only • 3Y (Y is FE-PR 1, TY 2, GD 3, EX-RM 4, IN 5, AM 6, MN 7, UN 8, SHX 10, SHY 12, SHZ 14, Limit by PL unless specified)
Healing-Others: Healing X, Persistent, Restorative, Limited to others • 2X+1 points
Illusion: Illusion X (all senses), Resistible by Will • 4X points
Invisibility-Others (Attack): Perception Ranged Visual Concealment Attack 4, Affects Objects • 20 points (Affects Objects Only rank IN or less & 16 points)
Invisibility-Others (Willing): Perception Ranged Visual Concealment 4, Affects Others Only • 16 points
Matter Rearrangement: Ranged Transform X (any object into object of same material) • 5X points
Mental Control: Mind Control X • 4X points
Mental Probe: Mind Reading X, Cumulative • 3X points
Mesmerism: Comprehend Animals 2 Linked to Mind Control X, Limited to animals • 3X+4 points
Mesmermechanism: Comprehend Machines 2 Linked to Perception Ranged Affliction X (Resisted by Fortitude; Dazed, Compelled, Controlled), Cumulative, Affects Objects Only • 3X+4 points
Nature Control - Air: Element Control X (Air) • 2X points
Nature Control - Earth: Element Control X (Air) • 2X points
Nature Control - Water: Element Control X (Air) • 2X points
Nature Control - Weather: Ranged Electricity Damage X, Concentration, Indirect 3, Limited to Outdoors and Environment Y (cold 2, heat 2, impede movement 2, visibility 2), Selective, Concentration • 2X +8Y+3points (Y is FE-TY 1, GD 2, EX 3, RM 4, IN 5, AM 6, MN 7, UN 8, SHX 9, SHY 10, SHZ 11, CL1000 12, CL3000 13, CL5000 14)
Net: Burst Area Affliction X (Resisted by Dodge then Strength or Sleight of Hand; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree • 2X points
Paralyze: Perception Ranged Affliction X (Resisted by Will; Hindered, Immobile, Paralyzed), Progressive • 5X points
Plant Control: Comprehend Plants 2, Perception Ranged Move Object X, Limited to Plants• 2X+4 points
Power Block: Burst Area Nullify Powers X (non-magical, non-technological), Broad, Simultaneous, Sustained, Close • 5X points
Revival: Perception Ranged Nullify Mental Effects X • 2X points
Shield-Aura: Perception Ranged Affliction X (Resisted by Will; Entranced, Stunned), Instant Recovery, Limited Degree, Reaction to attacking caster, Activation (Standard) • 4X-1 points
Shrinking-Others (Attack): Ranged Shrinking Attack X (Resisted by Fortitude), Affects Objects • 4X points
Shrinking-Others (Willing): Ranged Shrinking X, Affect Others Only • 3X points
Static Field: Burst Area Nullify Technology X, Broad, Simultaneous, Sustained, Close • 5X points
Teleportation: Teleport Y, Change Direction • 2Y+1 points (Y is FE-TY 1, GD 2, EX 3, RM 4, IN 5, AM 6, MN 12, UN-SHZ 23, CL1000 Space Travel 1, CL3000 Space Travel 2, CL5000 Space Travel 3)
Trap: Mental Blast X, Triggered by Mental Effect • 4X+1 points
Vapors-Obscurity: Cloud Area 2 Concealment 4 • 16 points
Vapors-Sleep: Cloud Area Affliction X (Resisted by Fortitude; Fatigued, Exhausted, Asleep), Cumulative • 3X points (Rank 4 or better is Cloud Area 2 and 4X points)
Vapors-Resist Death: Healing X, Stabilize, Limited to Others • X+1 points
Wave (Burst): Burst Area Damage X Linked to Burst Area Affliction X (Resisted by Dodge; Hindered, Prone), Limited Degree • 3X points (No Affliction less than rank 6)
Wave (Line): Line Area Damage X Linked to Line Area Affliction X (Resisted by Dodge; Hindered, Prone), Limited Degree • 3X points (No Affliction less than rank 6)

Notes:
Conjure (Creature) uses a Very Broad Type extra which is valued at +3 points per rank
Nature control's fire effects covered by energy control

DIMENSIONAL
[b]Absorption:
Enhanced Strength (X-STR), Absent Stamina, Immunity 30 (Fortitude Effects), Impervious Protection X, Strength & Protection Limited by material strength Linked to Energy Aura X, Variable Descriptor 2 (energy), Fades, Limited by rank of energy absorbed, Activation (Move) • 4X-STR-2STA+21 (Max Rank 11)
Agamotto: Array (44 points or 3X points) • 51 points or 3X+7 points
• Eldritch Beam of Light: Ranged Damage 11, Limited to Chaotic beings • 11 points
• Blinding Light: Visual Dazzle X, Limited to Chaotic beings • X points
• Light of Freedom: Ranged Damage 12, Limited to breaking barriers, snares, cages, etc • 12 points
• Light of Truth: Mind Reading X, Cumulative, Limited to subject answering truthfully, Sense Dependent (hearing) • X points
• Dispel Illusions & Charms: Nullify X, Effortless, Simultaneous • 3X points
• Mental Control: Mind Control 11 • 44 points
• Mental Probe: Mind Reading 11, Cumulative • 33 points
• Telepathy: Mental Communication 3 • 12 points
All-Freeing: Perception Ranged Enhanced Technology X-TECH+10, Limited to Security Linked to Enhanced Advantage (Second Chance) • X-TECH+11 points
Amtor the Unspeakable: Enhanced Awareness X, Affects Others Only Linked to Enhanced Advantage (Trance), Affects Others Only • 2X+1 points
Ancient One: Enhanced Expertise:[/b] Magic +2CS, Limited to Rituals • (+2CS)/3 points
Balthak (Balthak's Bolts): Ranged Electricity Damage 9 • 18 points
Bromagdon (Bromagdon's Ruby Rain): Perception Ranged Damage 6 Linked to Ranged Affliction 6 (Resisted by Will; Impaired, Disabled, Unaware), Progressive • 36 points
Cinnibus (Scorching Light of the Seven Suns of Cinnibus): Ranged Damage X+2, Inaccurate • 2X+2 points
Cyndriarr (Crystals of Cyndriarr): Ranged Multiattack Piercing Damage 11, Quirk (Single Target or Covering Attack only) • 32 points
Cyttorak: Array (Varies) • Varies
• Crimson Crystals of Cyttorak: Ranged Multiattack Piercing Damage 9, Quirk (Single Target or Covering Attack only) • 26 points
• Conjured Crystal of Cyttorak: Perception Ranged Affliction 11 (Resisted by Will; Entranced, Stunned), Instant Recovery, Limited Degree, Reaction to attacking caster, Activation (Standard) • 43 points
• Crimson Bands of Cyttorak: Snare WILL+1 • 3*(WILL+1) points
• Crimson Whip of Cyttorak: Move Object WILL+1 • 2(WILL+1) points
• Scarlet Sphere: Create WILL+1, Impervious, Concentration, Limited to creating sphere to trap target • (WILL+1) points
• Seven Bands of Cyttorak: Burst Area Affliction WILL+1 (Resisted by Dodge then Strength or Sleight of Hand; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree • 2(WILL+1) points
Damage Absorption: Immunity 10 (Energy), Half Effect • 5 points
Damage Conversion: Energy Absorption (Physical Attacks, Enhanced Strength X-STR, Enhanced Toughness X-TOU) Linked to Immunity 80 (Toughness Effects), Half Effect, Limited to physical attacks • 3X-2STR-TOU+27 points
Daronthon: Enhanced Expertise:[/b] Magic +1CS, Limited to Rituals • (+1CS)/3 points
Daveroth (Daggers of Daveroth): Ranged Multiattack Piercing Damage 9, Quirk (Single Target or Covering Attack only) • 26 points
Denak: Array (Varies) • Varies points
• Demons of Denak: Summon X, Broad Type (Demons), Multiple Minions 1 • 6X points
• Disks of Denak: Ranged Multiattack Piercing Damage 9, Quirk (Single Target or Covering Attack only) • 26 points
Dimensional Aperture: Movement 3 (Dimension Travel), Portal • 12 points
Disguise: Array (Varies) • Varies points
• Alteration-Appearance: Morph 3 (humanoid) • 15 points
• Chameleonic Coloring: Enhanced X-STEALTH Linked to Visual Concealment 2, Blending • (X-STEALTH)/2+2 points
• Glamor: Cylinder Area Dazzle X, Sustained • 5X points
• Growing: Growth Y • 2Y points (FE-PR 1, TY 2, GD 3, EX-RM 4, IN 5, AM 6, MN 7, UN 8, SHX 10, SHY 12, SHZ 14, Limit by PL unless specified)
• Healing: Healing X, Persistent, Restorative, Limited to self • 2X+1 points
• Shrinking: Shrinking X • 2X points
Draggus: Healing 20, Resurrection, Limited to Resurrection • 40 points
Dyzakk (Dyzakk's Cage): Create 11, Impervious, Limited to creating cage a sphere to trap a target • 22 points
Eldritch Attacks: Array (5X+3 points) • 5X+7 points
• Eldritch Flames: Ranged Line Area Damage X, Indirect 3, Sustained • 5X+3 points
• Eldritch Beams/Bolts: Ranged Damage X • 2X points
• Eldritch Blast: Ranged Burst Area Damage X • 3X points
• Eldritch Breath: Cone or Line Area Damage X • 2X+1 points
• Eldritch Crystals: Ranged Multiattack Piercing Damage X, Quirk (Single Target or Covering Attack only) • 3X-1 points
Environmental Independence: Immunity 10 (Life Support), Sustained • 10 points (20 points & Burst Area IN or higher)
Falroth: Array (72 points) • 75 points
• Conjure (Creature): Summon 12, Active, Very Broad Type (any non-humanoid) • 72 points
• Conjure (Attack): Summon 12, Heroic, Broad Type (humanoid), Unfriendly, Resistible, Permanent • 36 points
• Conjure (Item) – Item: Enhanced Advantage 12 (Equipment 12), Continuous, Increased Action (Move Action) • 12 points
• Conjure (Willing): Summon 12, Heroic, Broad Type (humanoid), Permanent • 72 points
Farralloh: Move Object 6, Damaging, Multiattack (2 adjacent targets) • 24 points
Flames of the Faltine: Array (48 points) • 56 points
• Green Fire: Ranged Line Area Damage 9, Indirect 3, Sustained • 48 points
• Break Bands: Perception Ranged Nullify Entrapment 9, Effortless, Simultaneous • 36 points
• Prevent Entrapment: Immunity 10 (Entrapment Effects), Sustained • 10 points
• Absorb Eldritch Beams/Bolts: Immunity 5 (Eldritch Beams/Bolts), Sustained • 5 points
• Burn Off Pishogue: Perception Ranged Nullify Mental Effects 9, Effortless, Simultaneous • 36 points
• Burn Out Animation: Perception Ranged Nullify Animation 9, Effortless, Simultaneous • 36 points
• Emerald Fireball: Ranged Burst Area Damage 9 • 27 points
• Unquenchable Flames of the Faltine: Burst Area Enhanced Movement 4 (Dimension Travel 2, Time Travel 2), Limited to enabling travellers to reach own time or dimension • 8 points
• Open wide a great abyss: Ranged Line Area Falling Damage 16, Indirect 3, Resistible by Dodge • 35 points (Limit by PL)
Faralloh (Fearsome Fangs of Farraloh): Perception Ranged Damage 6, Concentration • 24 points
Hoggoth: Array (Varies) • Varies
• Hook of Hoggoth: Strength-base Damage 3, Improved Critical • 4 points
• Hand of Hoggoth: Enhanced Advantages [CA+1CS+1] (Close Attack [CA+1CS], Improved Critical) • [CA+1CS+1] points
• Hosts of Hoggoth: Perception Ranged Nullify Magic 9, Broad, Effortless, Simultaneous • 45 points
• Mystical Hosts of Hoggoth: Perception Ranged Nullify Dimensional Aperature 11, Effortless, Simultaneous • 44 points
• Hoary Hosts of Hoggoth (Banish): Ranged Movement Attack 3 (Dimesion Travel 3) • 9 points
• Hoary Hosts of Hoggoth (Teleport): Ranged Teleport Attack X • 3X points
• Mists of Hoggoth: Movement 3 (Dimesion Travel 3), Portal • 12 points
Ikonn: Array (Varies) • Varies
• Illusions of Ikonn (Create): Illusion X (all senses) • 5X points
• Illusions of Ikonn (Negate): Nullify Illusion 6, Effortless, Simultaneous • 18 points
• Images of Ikonn (Trance): Enhanced Awareness 9-AWE Linked to Enhanced Advantage (Trance) • (9-AWE)+1 points
• Images of Ikonn (Image Projection): Illusion X (all senses), Independent, Limited to duplicates • 5X points
Ikthalon (Icy Tendrils of Ikthalon): Snare 6 • 18 points
Krakkan (Chains of Krakkan): Snare 9 • 27 points
Link: Enhanced Advantage (Teamwork) • 1 point
Mabdhara: Summon X, Active, Broad Type (Demon) • 5X points
Munnopor: Array (Varies) • Varies
• Mystic Moons of Munnopor: Nullify Force Field WILL, Effortless • 2WILL points
• Munnopor's Moonlit Maze: Ranged Burst Area Affliction X (Resisted by Will, Dazed, Stunned, Controlled - attacks nearest target), Progressive, Insidious, Limited - target rolls D20 on his/her turn and can act normally on an 11 or greater • 4X+1 points
• Many Moons of Munnopor's: Cylinder Area Visual Dazzle X, Progressive, Sustained • 6X points
• Mists of Munnopor: Cloud Area 2 Concealment 4 Linked to Cloud Area 2 Affliction 6 (Resisted by Fortitude; Dazed, Stunned, Incapacitated), Progressive• 46 points
Nirvalon: Array (Varies) • Varies
• Quash All Despair: Perception Area Nullify Emotion Effects X, Effortless, Simultaneous, Close • 3X points
• Nirvalonic Sphere: Perception Ranged Affliction 9 (Resisted by Will; Entranced, Stunned), Instant Recovery, Limited Degree, Reaction to attacking caster, Activation (Standard) • 35 points
Oshtur: Array (64 points) • 66 points
• Oshtur Mighty Hands: Perception Ranged Nullify Magic 13, Broad, Effortless, Precise, Simultaneous, Activation (Standard) • 64 points
• Spells of Omnipotent Oshtur (Gentle Parting): Movement 2 (Sure-Footed 2) • 4 points
• Spells of Omnipotent Oshtur (Blue Crystal): Create 15, Proportional (Toughness 13, Volume Rank 2), Limited to trapping objects • 8 points
Passing: Array (Varies) • Varies
• Admittance: Perception Ranged Enhanced Technology X+10-TECH, Limited to Security Linked to Enhanced Advantage (Second Chance) • X+11-TECH
• Alteration-Bone: Insubstantial 1 • 5 points
• Astral Projection: Remote Sensing Y (visual, auditory, mental), Defenseless, Subtle 1 • 3Y+1 points (FE 16, PR 17, TY 18, GD-EX 19, RM 20, IN 21, AM 22, MN-UN 23, SHX-C1000 23+Space Travel 1, C3000 23+Space Travel 2, C5000 23+Space Travel 3)
• Density Control-Self (Decreased): Insubstantial 4 • 20 points
• Transformation: Variable X for transforming body into another substance (energy, fire, gas, sand, sound, or water) • 7X points
Pishogue: Array (7X points) • 7X+4 points
• Forgetfulness: Perception Area Affliction X (Resisted by Will; Dazed, Stunned, Transformed - forget specific thing or event), Progressive, Continuous • 7X points
• Confusion: Ranged Burst Area Affliction X (Resisted by Will, Dazed, Stunned, Controlled - attacks nearest target), Insidious, Limited - target rolls D20 on his/her turn and can act normally on an 11 or greater • 2X+1 points
• Fear: Ranged Burst Area Affliction X (Resisted by Will; Impaired & Dazed, Compelled & Disabled, Controlled), Extra Condition, Concentration, Limited - compelled or controlled to flee • 4X points
• Mesmerism: Comprehend Animals 2 Linked to Mind Control X, Limited to animals • 3X+4 points
• Paralyze: Perception Ranged Affliction X (Resisted by Will; Hindered, Immobile, Paralyzed), Progressive • 5X points
Pohldahk (Planes of Pohidahk): Perception Ranged Affliction X (Resisted by Fortitude; Hindered, Immobile, Transformed - two dimensional state which may be shattered), Progressive, Activation (Standard) • 5X-2 points
Power Block: Burst Area Nullify Powers X (non-magical, non-technological), Broad, Simultaneous, Sustained, Close • 5X points
Power Duplication: Mimic X, Limited to one non-magical or non-technological power • 7X points
Raggador (Seven Rings of Raggadorr): Array (Varies) • Varies
• Bands: Snare 9, Homing 7 • 34 points
• Wrap Silence: Nullify Sound X, Effortless, Simultaneous, Sustained, Homing 7 • 5X+7 points
• Mental Control: Ranged Affliction X (Resisted by Will; Dazed, Compelled, Controlled), Cumulative, Homing 7 • 3X+7 points
Satannish: Array (26 points) • 28 points
• Herald of Satannish: Visual Remote Sensing 23, Dimensional 3, Limited to seeing a specific person or item • 26 points
• Swirling Storms of Satannish: Perception Ranged Damage 6, Sustained, Resistible by Dodge • 24 points
• Storms of Satannish: Concealment 10, Limited to magical senses • 10 points
Scrying: Array (Varies) • Varies
• Enchanted Eye: Visual Remote Sensing Y, Simultaneous, Noticeable Linked to Senses 8 (Magic Awareness, Counters All Concealment, Counters Illusion) • 3Y+7 points (FE-TY No Remote Sensing, GD 2, EX 3, RM 4, IN 5, AM 6, MN 12, UN-SHZ 23, CL1000 Space Travel 1, CL3000 Space Travel 2, CL5000 Space Travel 3)
• Foretelling: Enhanced Dodge X-DODGE, Enhanced Parry X-PARRY, Limited to specified target Linked to Luck Control 1 (force re-roll), Limited to specified target, Limited to actions which affect caster, Luck 1, Activation (Standard) • (X-DODGE)/2+(X-PARRY)/2
• Post-Cognition: Enhanced Perception X-PER Linked to Senses 4 (Postcognition) • (X-PER)/2+4 points
• Sensing-Clairaudience/Clairvoyance: Remote Sensing Y (auditory, visual), Subtle • 3Y+1 points (FE-TY 1, GD 2, EX 3, RM 4, IN 5, AM 6, MN 12, UN-SHZ 23, CL1000 Space Travel 1, CL3000 Space Travel 2, CL5000 Space Travel 3)
Sensing: Array (Varies) • Varies
• Sensing-Danger: Enhanced Perception X-PER Linked to Senses 1 (Danger Sense) • X-PER+1 points (+1 CS Perception if X-PER is zero or less, GD Extended 1, EX-IN Extended 2, AM-Extended 3, MN-Extended 4, ETC)
• Sensing-Evil: Enhanced Perception X-PER Linked to Senses 5 (Detect Evil, Accurate, Radius, Ranged) • X-PER+5 points (GD Extended 1, EX-IN Extended 2, AM-Extended 3, MN-Extended 4, ETC)
• Sensing-Fields: Enhanced Perception X-PER Linked to Senses 5 (Detect Force Fields, Accurate, Radius, Ranged) • X-PER+5 points (GD Extended 1, EX-IN Extended 2, AM-Extended 3, MN-Extended 4, ETC)
• Sensing-Identity: Mind Reading X, Cumulative, Effortless, Limited to discovering targets true identity • 3X points
• Sensing-Mystical Detection: Enhanced Perception X-PER Linked to Senses 7 (Detect Magic, Accurate, Acute, Analytical, Radius, Ranged) • X-PER+7 points (GD Extended 1, EX-IN Extended 2, AM-Extended 3, MN-Extended 4, ETC)
Seraphim: Array (Varies) • Varies
• Great Shield of the Seraphim: Create 13, Impervious, Subtle 2 • 41 points
• Unscathable Shield of the Sacred Seraphim: Perception Ranged Affliction 11 (Resisted by Will; Entranced, Stunned), Instant Recovery, Limited Degree, Reaction to attacking caster, Activation (Standard) • 43 points
• Many Shields of the Seraphim: Create 9, Impervious, Selective, Subtle 2, Close, Second Chance (Toughness Check) • 29 points
• Shining Circle of the Seraphim: Create 6, Impervious, Selective, Subtle 2, Close, Quirk (ineffective against gas or air) Linked to Shape Area 2 Nullify Movement 6, Effortless, Selective, Simultaneous, Sustained, Close • 61 points
• Seraphim’s Grim Shield: Create 6, Impervious, Subtle 2, Close Linked to Senses 5 (Detect Evil, Accurate, Radius, Ranged) • 19 points
• Secrets of the Seraphim: Flight WILL • 2WILL points
• Sign of the Seraphim: Immunity 20 (Magic), Limited to next effect only • 10 points
• Shades of Seraphim - Scrying: Remote Sensing 4 (auditory,visual), Subtle • 13 points
• Shades of Seraphim - Dimensional Aperture: Movement 3 (Dimension Travel), Portal • 12 points
• Shades of Seraphim - Eldritch Bolt of Severing: Ranged Damage 6, Limited to damaging magical entrapments • 6 points
Shape Shifting - Unlimited: Morph 4 • 20 points
Shield-Multiple: Create X, Impervious, Selective, Subtle 2, Close, Second Chance (Shield's Toughness) • 3X+3 points
Teleportation: Teleport Y, Change Direction • 2Y+1 points (Y is FE-TY 1, GD 2, EX 3, RM 4, IN 5, AM 6, MN 12, UN-SHZ 23, CL1000 Space Travel 1, CL3000 Space Travel 2, CL5000 Space Travel 3)
Thaumaturgy: Array (Varies) • Varies
• Bands: Snare WILL • 3*WILL points
• Curse: Perception Ranged Affliction X (Resisted by Will; Impaired), Limited Degree 2, Continuous • 4X points
• Net: Burst Area Affliction X (Resisted by Dodge then Strength or Sleight of Hand; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree • 2X points
• Trap: Mental Blast X, Triggered by Mental Effect • 4X+1 points
• Wave (Burst): Burst Area Damage X Linked to Burst Area Affliction X (Resisted by Dodge; Hindered, Prone), Limited Degree • 3X points (No Affliction less than rank 6)
• Wave (Line): Line Area Damage X Linked to Line Area Affliction X (Resisted by Dodge; Hindered, Prone), Limited Degree • 3X points (No Affliction less than rank 6)
Valtorr: Array (Varies) • Varies
• Valtor's Vapors of Enhancement: Vapors-Enhancement:[/b] Enhanced Strength WILL-STR, Agility WILL-AGL, Stamina WILL-STA, or Will WILL-WILL • 2*MAX+3 points (+1CS if any is 0 or less; Use Rank 6 as Will if less than 6; 2*MAX+3 points)
• Valtor's Vapors of Obscurity: Cloud Area 2 Concealment 4 • 16 points
• Valtor's Vapors of Sleep: Cloud Area 2 Affliction WILL (Resisted by Fortitude; Fatigued, Exhausted, Asleep), Cumulative • 3WILL points (Rank 6 or Will, whichever is greater)
• Valtor's Vapors of Resist Death: Healing WILL, Stabilize, Limited to Others • WILL +1 points (Rank 6 or Will, whichever is greater)
• Valtor's Cushioning Vapors: Perception Ranged Cloud Area 2 Movement 1 (Safe Fall), Affects Others, Reaction to ally or self falling • 10 points
• Valtor's Storm Vapors: Ranged Cylinder Area Damage 6, Selective, Sustained • 36 points
• Dark Vapors of Valtorr: Snare 11, Limited - automatically nullified by magic light • 22 points
• Staggering Vapors of Valtorr: Cloud Area 2 Affliction WILL (Resisted by Fortitude; Hindered), Limited Degree 2 • WILL points
• Artificial Vapors of Valtorr: Perception Ranged Affliction 9 (Resisted by Will; Hindered, Immobile, Paralyzed), Progressive • 45 points
• Viper of Valtorr: Ranged Affliction X (Resisted by Fortitude; No Effect, No Effect, Transformed), Affects Objects Only Linked to Summon 3, Mental Link, General Type (Snakes) • 2X+10 points
• Valtorr's Tendrils: Move Object 9, Damaging 6, Multiattack 9 • 33 points
Watoomb: Array (Varies) • Varies
• Winds of Watoomb (Unlimited Teleport): Teleportation 23, Accurate, Change Direction, Linked to Movement 3 (Space Travel 3) • 66 points
• Winds of Watoomb (Dimensional Aperature): Movement 3 (Dimension Travel), Portal • 12 points
• Curse of Watoomb: Perception Ranged Affliction X (Resisted by Will; Impaired, Disabled), Limited Degree, Continuous • 5X points
Witchery: Array (6X points) • 6X+7 points
• Density Control-Others (Increased): Ranged Enhanced Strength X, Affects Others Only Linked to Ranged Impervious Protection X, Affects Others Only • 6X points
• Growing-Others (Attack): Ranged Growth Attack Y (Y is Resisted by Fortitude), Affects Objects • 4Y points (FE-PR 1, TY 2, GD 3, EX-RM 4, IN 5, AM 6, MN 7, UN 8, SHX 10, SHY 12, SHZ 14, Limit by PL unless specified)
• Growing-Others (Willing): Ranged Growth Y, Affect Others Only • 3Y (Y is FE-PR 1, TY 2, GD 3, EX-RM 4, IN 5, AM 6, MN 7, UN 8, SHX 10, SHY 12, SHZ 14, Limit by PL unless specified)
• Healing-Others: Healing X, Persistent, Restorative, Limited to others • 2X+1 points
• Invisibility-Others (Attack): Perception Ranged Visual Concealment Attack 4, Affects Objects • 20 points (Affects Objects Only rank IN or less & 16 points)
• Invisibility-Others (Willing): Perception Ranged Visual Concealment 4, Affects Others Only • 16 points
• Shrinking-Others (Attack): Ranged Shrinking Attack X (Resisted by Fortitude), Affects Objects • 4X points
• Shrinking-Others (Willing): Ranged Shrinking X, Affect Others Only • 3X points

Notes:
Left out Vishanti as this is a custom mixture of Agamotto’s, Hoggoth’s, and Oshtur’s spells
WILL is Marvel Psyche, not final Will rank

MISCELLANEOUS
Charm of the Demons Beyond Dimension: Nullify Movement (Dimension Travel & Time Travel) X, Effortless, Simultaneous • 3X points
Clamp of Containment: Create 11, Impervious, Limited to trapping, Linked to Nullify Magic X, Broad, Effortless, Simultaneous, Sustained Linked to Ranged Immunity 2 (suffocation effects), Affects Others Only, Sustained • 6X+26 points
Curses of the Fiends of Fungol Thopa: Ranged Weaken Toughness X (Resisted by Fortitude), Incurable, Progressive • 4X+1 points
Dark Spell of Corruption: Perception Ranged Affliction X (Resisted by Will; Dazed, Stunned, Transformed - into a villian), Continuous, Progressive, Insidious • 8X+1 points
Dart of Black Lightning: Ranged Evil Damage 11 • 22 points
Ethereal Magnetic Vortex: Cylinder Area Nullify Mental Spells X, Effortless, Simultaneous, Sustained, Subtle • 5X+1 points
Exorcism of Transferral: Nullify Magic (1 spell) X, Broad, Sustained, Linked to Variable X, Limited to duplicating nullified spell, Resistible by Will • 9X points
Mists of Morpheus: Regeneration 20, Side Effect 2 (Sleep 7, Close) • 7 points
Necromantic Ladder: Create 9, Limited to creating 3 story ladder • 9 points
Spell of Cosmic Banishment: Perception Ranged Movement Attack 9 (Dimension Travel 3, Space Travel 3, Time Travel 3), Continuous, Uncontrolled, Linked to Perception Ranged Immunity 10 (Life Support), Continuous • 76 points
Spell of Dispellation: Perception Area Nullify Summon X, Simultaneous • 3X points
Spell of Distortion: Perception Ranged Affliction X (Resisted by Will; Impaired, Disabled, Unaware), Progressive, Continuous • 8X points
Spell of Exorcism: Perception Ranged Nullify Mental Control X, Effortless, Simultaneous, Limited - rank cannot exceed target's Will+5 • 4X points
Spell of Protection: Perception Ranged Affliction WILL (Resisted by Will; Entranced, Stunned), Instant Recovery, Limited Degree, Reaction to attacking shielded structure, Activation (Standard) • 4WILL-1 points
Spell of Silence: Perception Ranged Affliction X (Resisted by Will; Dazed, Stunned, Transformed - forget specific thing or event), Progressive, Continuous • 8X points
Spell of Vanishment: Perception Ranged Movement Attack 9 (Dimension Travel 3, Space Travel 3, Time Travel 3), Continuous, Uncontrolled, Linked to Perception Ranged Concealment Attack 10, Continuous • 86 points
Talons of Cosmic Fire: Enhanced Advantage [WILL-CA] (Close Attack WILL-CA) Linked to Damage 6 • WILL-CA +6 points

Notes:
Left Out Circle of Renewal, Conjurer's Sphere, Incantation of Oblivion, Psychic Seal of Permanence, Seven Gates of Chaos
legend
Superhero
Superhero
 
Posts: 1965
Joined: Wed Oct 13, 2010 4:12 am

Re: Putting some flavour into Magic Arrays

Postby cbwjm » Wed Mar 21, 2012 3:23 pm

That is a huge amount of work you've done. I guess it isn't too surprising though since your are the legend who brought us all the FASERIP conversions.

The names of the spells are exactly the sort of thing that I believe help make a mage stand out. Rather than saying "I use create to give us a force field against incoming fire" the wizard can instead cast the Great Shield of the Seraphim. They can call upon the illusions of Ikonn to trick their foes or the Crimson Bands of Cyttorak to bind them in bands of force.

None of it is really necessary but it just sounds more exciting than "I use illusion" or "I use a snare effect."
User avatar
cbwjm
Hireling
Hireling
 
Posts: 196
Joined: Tue Jan 18, 2011 3:25 pm
Location: Auckland, New Zealand

Re: Putting some flavour into Magic Arrays

Postby Steve Kenson » Wed Mar 21, 2012 4:27 pm

legend wrote:Here's my list of converted Marvel Spells from MHAC9...

Wow, legend! You've both lived up to your name and made my efforts on the upcoming Magic Powers profile look puny by comparison. Nice stuff!
Steve Kenson - steve@greenronin.com
Green Ronin Publishing
User avatar
Steve Kenson
Mastermind
 
Posts: 4864
Joined: Thu Aug 14, 2003 5:20 am
Location: Freedom City, USA

Re: Putting some flavour into Magic Arrays

Postby Ursus » Wed Mar 21, 2012 4:58 pm

In the setting I created, humanity has just recently rediscovered magic, and because magic is based on concepts and symbolism, mortals can usually only wrap their heads around one particular school of magic, and to become powerful, they usually specialize in just one path of magic within a school.

From my setting document:

Magic
Magic is a fundamental universal force created by the resonance of conscious awareness and the expression of it. Thoughts, emotions, ideas, concepts, beliefs, gestures, words, symbolism... all of these things leave behind resonance, an almost vibrational quality capable of shaping reality. Whereas the physical nature of the universe is based in science, there is an almost artistic or poetic quality that runs through the universe as well, and this is magic.

The ability to wield magic requires dedication to a particular type of resonant energy, which practitioners categorize according to schools of magic. While a magic practitioner can learn a few spells from schools outside of their own, strictly speaking there are no generalist magicians. Someone who uses magic can be an illusionist, a conjurer, a seer, a thaumaturge, or a necromancer, for instance, but they will never have the potential to be all of the above.

A true generalist would have to constantly change their way of thinking and their approach to magic to be able to cast spells reflexively from different schools, and that would require a fluidity of thought that most beings can't achieve. Even trying to master a few schools of magic at once and wield their power would result in schizoid behavior at best or complete, self-destructive, chaotic madness at worst.

Within each school of magic there are multiple paths that represent further specialization. For example, the School of Necromancy has the Path of Spirit, the Path of Flesh and the Path of Shadow. While there will likely be some overlap among magic practitioners, they are usually stronger in one path from their school than they are in all of the others. It is easier for a mortal mind to focus their magic and become more potent by choosing a path.

In game terms, a school of magic is mostly flavor. You don't necessarily have to be a conjurer to have a power with the Create effect... a necromancer could make things out of otherworldly ectoplasm, for instance. Within the context of the setting, only a conjurer can make anything appear out of thin air and only a necromancer could animate dead flesh, but other types of magicians can use effects that produce similar results using their own school and path. An elementalist might help a force of nature inhabit a once-living body or manipulate one with kinetic forces, for instance. It would not truly be a member of the walking dead, but the immediate result would be roughly the same.

While most magicians are mostly limited to a certain school of magic for spells and effects because each school requires a completely different mode of thinking to create effects on the fly, any magic practitioner can become an academic expert on magic of all types, recognizing the properties and formulae behind different schools, and is able to perform rituals or follow a formula for artificing from any school.

Magical society has been hastily constructed since the existence of magic was rediscovered and its proper use was discerned. Humanity's most experienced magic practitioner is Doctor Erastus Fathom, the High Abjurer of Earth. He has studied magic for more years than it has been known to exist in the modern age, due to his apprenticeship taking place in a dimension where time flows differently than on Earth.

Fathom and a group of other well-intentioned magicians have created an alliance called the Major Arcana, which invites the most powerful practitioners of a school of magic to help magicians police their own and deal with mystical threats to Earth. Otherwise there is little order or structure to magical society thus far.

However, mystery cults and cabals of varying descriptions and motivations have sprung up across the globe. As more people discover they have the capacity to understand magic and therefore use it, the culture of magic is becoming even more diverse and unpredictable.

Sample Schools and Paths
Abjuration: Path of Banishing, Path of Oaths, Path of Warding
Conjuration: Path of Apportation, Path of Creation; Path of Summoning
Divination: Path of Fortune, Path of Knowledge, Path of Sight
Necromancy: Path of Flesh, Path of Shadow, Path of Spirit
Thaumaturgy: Path of Fire, Path of Force, Path of Transmutation


Although this allows for a lot of flexibility, there is another major alternative to school/path magic for human characters in the setting. A massive dimensional tear in reality caused our New Zealand to be replaced with the mystical Realm of Aotearoa. The mystic priests from this land have domains corresponding to Maori gods, channeled through wand-like 'godsticks.' They worship conceptual deities such as Tanga-Roa, the Sea; Tawhiri-Matea, the Storm; or Tu-mata-uanga, War.

Magicians face the most prejudice of any origin in my setting. It's not very well understood by outsiders, there have been major incidents (such as the 'loss' of New Zealand) and many organized religions went on the offensive against magic practitioners to try to maintain the size of their congregations through fear. The level of hate toward magicians is roughly equivalent to that of mutants at the peak of mutant hate in the Marvel Universe. Aliens and the various types of metahumans, by comparison, are far more accepted.
Ursus
Bystander
Bystander
 
Posts: 3
Joined: Tue Feb 14, 2012 8:00 pm

Re: Putting some flavour into Magic Arrays

Postby cbwjm » Wed Mar 21, 2012 5:21 pm

I really like your schools of magic there Ursus, it adds some nice flavour for players to use when they make their PCs without limiting them as they can have similar effects with different flavour behind the spells.

It actually reminds me of a setting for Paladium's Rifts which they had as articles in one of their books. Set not long after the rifts first appeared and people were learning to use magic. They were Proto Ley-line walkers and Summoners using magic but only just starting to understand it.

Ursus wrote:Although this allows for a lot of flexibility, there is another major alternative to school/path magic for human characters in the setting. A massive dimensional tear in reality caused our New Zealand to be replaced with the mystical Realm of Aotearoa. The mystic priests from this land have domains corresponding to Maori gods, channeled through wand-like 'godsticks.' They worship conceptual deities such as Tanga-Roa, the Sea; Tawhiri-Matea, the Storm; or Tu-mata-uanga, War.


New Zealand lost? But where will I live?! Is New Zealand still out there in the dimensions somewhere?
User avatar
cbwjm
Hireling
Hireling
 
Posts: 196
Joined: Tue Jan 18, 2011 3:25 pm
Location: Auckland, New Zealand

Re: Putting some flavour into Magic Arrays

Postby Saltcrow » Wed Mar 21, 2012 5:26 pm

OK I'm adding this thread on my bookmarks right... about... now.
User avatar
Saltcrow
Zealot
Zealot
 
Posts: 1226
Joined: Sat May 01, 2010 3:06 am

Re: Putting some flavour into Magic Arrays

Postby cbwjm » Wed Mar 21, 2012 6:00 pm

Prestidigitation
Because you don’t want to spend a Hero Point to light your pipe.

Prestidigitation was a spell in AD&D which allowed the use of small acts of magic otherwise known as cantrips in other editions. I am also reminded of an old OD&D article in Dragon titled “The Color of Magic”. Essentially the article invited players and especially the GM to add a little colour to the spells of the wizards so that when they cast magic missile the players wouldn’t look at it and say “Oh, only one missile this should be easy.” It also included additional minor effects that wizards should be able to use without casting a spell.

A necromancer might never have to worry about bugs since they die upon making contact with his skin and with just a touch he can make small animals (rats, mice, etc.) die. The wizard who is noted for his pyromantic abilities via heavy use of the fireball spell never has to worry about struggling to light his pipe, with just a thought it lights up and he can begin enjoying his tobacco of choice.

In M&M these would be all be 1 point features, after all who wants to become fatigued by lighting their pipe with a one off alternate effect using their magic array. I don’t often make use of features in my own builds but they do help add some nifty features to your character. The power profiles have a small list of features in each issue, the fire power profile having some of my favourites, that should provide would be wizards with some inspiration for minor magics.

Although, if players seem to be adding a large amount of cantrips to their spellcaster’s abilities then they may want to pick up a single rank of variable instead with a limit of ‘only a 1 point features’.

Quick Change (Feature 1): Doctor Strange (I do tend to use a lot of Marvel characters in my examples, I just read more Marvel than DC) has used a spell of transformation which changes his regular Sorcerer Supreme outfit into regular clothes, Doctor Voodoo has done the same. This is similar to the DC Lanterns who do a quick change from their street clothes to their lantern uniform.


:arrow: What other minor features do you see a Mage using day to day? I'd be interest in getting a list together.
User avatar
cbwjm
Hireling
Hireling
 
Posts: 196
Joined: Tue Jan 18, 2011 3:25 pm
Location: Auckland, New Zealand

Re: Putting some flavour into Magic Arrays

Postby Ursus » Wed Mar 21, 2012 6:20 pm

cbwjm wrote:
New Zealand lost? But where will I live?! Is New Zealand still out there in the dimensions somewhere?


Well, "lost" is a bad way of putting it. During a three-way war between humans, aliens, and the gods of myth, during which it was revealed that magic and metahuman power always existed, it was just suppressed and hidden from humanity, New Zealand sort of went a little to the left, cosmologically speaking. Our Earth got the Realm of Aotearoa, and some other neighboring Earth got our New Zealand.

Sorry. It's around here somewhere, just can't get to it by normal means.
Ursus
Bystander
Bystander
 
Posts: 3
Joined: Tue Feb 14, 2012 8:00 pm

Re: Putting some flavour into Magic Arrays

Postby Koewn » Thu Mar 22, 2012 7:50 am

The old DND schools would also work:

http://dndsrd.net/magicSchools.html

I'm not sure if the thematic limitation would be worth any sort of flaw, but you could say:

* Abjuration, Protection X
- (subarrays limited to classic DND Abjuration effects, like wizard level 1 Shield spell - Enhanced Parry X)

* Conjuration, Create X
- (subarrays limited to classic DND Conjuration effects, like Summon, Teleport goes here, Healing goes here)

* Divination, Remote Sensing X
- (etc...Senses also work.)

* Enchantment, Affliction X
- (etc..Feeblemind would map to Weaken, Heroism is Enhanced Traits.)

* Evocation, Damage X
- (this is kinda the default 'Magic' power in the book)

* Illusion, Illusion X
- (etc...Affliction would work here for things like Hypnotic Pattern, Enhanced Trait (Dodge/Parry), perhaps, for Blur/etc.)

* Necromancy, Weaken X
- (etc...Summon Undead)

* Transmutation, Transform X
- (Summon could also be used here - Animate Object was a Transmutation spell, or Enhanced Abilities)

Do that and then add on power loss/flaws for not being able to speak, or move hands, or however you'd cost material components, singing for a bard, etc., etc. - wizard specialization becomes just not taking points in a school.

If the thematic limitations are worth a flaw, you could also do them as separately purchased Variable effects, though that may get weird and/or expensive, but it would fit the old "memorize spells" bit if you limited how often and how long it takes to change out the Variable effects.

Player-wise you're just agreeing to follow the d20 SRD plus possibly the rest of the glut of d20 spell lists out there, which I'd imagine would be enough to judge the majority of ideas.
Koewn
Bystander
Bystander
 
Posts: 28
Joined: Mon Apr 18, 2011 10:21 am

Re: Putting some flavour into Magic Arrays

Postby FuzzyBoots » Thu Mar 22, 2012 12:34 pm

I was recently contemplating the whole Religion is Magic handling of spells in most RPGs and it struck me that a combination of Unreliable and Uncontrolled could work for magic of a divine source.

Divine Source (-1 Flaw): Your power comes from a divine source which may or may not permit its usage. Any time you intentionally try to invoke your power, it has a 50% chance of failure as per Unreliable. In addition, the divine source may decide to use you as a channel, invoking your power at the will of the GM. When this happens, the power always works. In addition, you gain a Power Loss Complication wherein you gain a Hero Point any time the GM decides that an intentional invocation of the power does not work because your divine source chooses to withhold your power.
User avatar
FuzzyBoots
Cosmic Entity
Cosmic Entity
 
Posts: 8962
Joined: Sun Aug 05, 2007 10:15 am
Location: Pittsburgh, PA

Next

Return to General M&M

Who is online

Users browsing this forum: No registered users and 3 guests