Doctor Strange's tenure as the Sorcerer Supreme is nearing its final chapter, an unexpected circumstance that nobody saw coming. He battled against a cosmic entity that lasted for a thousand years, across many different realities and dimensions, until he narrowly achieved victory. The duel has taken a toll on his mind and body, aging him significantly, even though he had only left earth's realm for an hour's time.
After exhausting all resources, he found no cure for his condition, and decided it was best to spend the rest of his time looking for worthy successors. Kamar-Taj opened its gates to the world's mystics; an invitation for capable mages and supernatural beings of the arcane arts to bare the title of Sorcerer Supreme.
Time is of the essence, for every moment spent away from guarding the mystic realms leaves unwanted devilry peeling through the cracks...
Timeline is set to current (not following any event) in the marvel comic universe. Mystic/Supernatural canon heroes (Dr.Voodoo, Clea, Ghost Rider, Iron Fist, etc.) and ocs only.
Miscellaneous
An isolated community within the Himalayas that is impossible to locate by map. Home to many sorcerers and masters of the mystic arts from around the world. Kamar Taj offers a wealth of mystical knowledge, from its expansive library, to its seasoned practitioners of the arcane.
Practitioner of the mystic or magic arts who has greater skills than all others or commands a greater portion of the ambient magical energies than any other organism on a given world or dimension. It is the most powerful rank in the universe, one that is ultimately decided upon by the Vishanti
The Vishanti are a fictional triumvirate of powerful mystical beings. The three beings who make up the Vishanti are Agamotto the All-Seeing (The Light of Truth), Omnipotent Oshtur (Oshtur the Omnipotent, Lady of the Skies), and Hoary Hoggoth (Hoggoth the Hoary, Lord of Hosts). They are extra-dimensional creatures with vast magical abilities, which are generally benevolent towards humanity and support the Earth's Sorcerer Supreme. They grant occult power and knowledge to benevolent practitioners of sorcery. The three all live in extra-dimensions, but can observe and interact with other dimensions.
The Vishanti can manifest themselves to humans, but take disguises that the human mind can recognize to interact with them as their true forms are incomprehensible to any human, even human beings trained in the occult. They commonly manifest themselves to Doctor Strange as a bald male humanoid head, a green female humanoid head, and a lion-like head with flaming eyes.
Agamotto, when appearing as part of the Vishanti, usually takes the form of a lion or a tiger and in most cases only the head appears, with red eyes resembling flames and the image of an ankh on his brow. In other appearances he has taken the form of a large ant, but during these appearances a tiger's head was also present among the Vishanti. Agamotto has also appeared as a hookah-smoking caterpillar, with hazel eyes.
Hoggoth usually appears as an old, bald man (or sometimes with silver hair) with blue or purple skin, pointed ears and whose multifaceted eyes have no pupils and burn with blue energy. At other times he either appears as a large ant or takes Agamotto's guise of a tiger or lion (see Agamotto).
Oshtur appears as a green or golden-skinned woman, either bald, with long blue or auburn hair or long strands of ivy-like leaves on her head. In this form she has blue-white eyes resembling stars.
Magic
Credit to Ian Mcnee for Magic concept
Universal energies have been harnessed by masters of the mystic arts of our realm, pioneered by daring sorcerers who've traveled dimensions beyond our own. Such complex knowledge is divided into four categories:
Egocentric: Refers to magic derived from tapping into one's own spiritual energies. This particular form of magic may appear to the untrained eye to be psychic in nature, but indeed spiritual energies are tapped rather than psychic or mental energies. Egocentric skills include astral projection, hypnosis, mental domination and telepathy.
Ecocentric: This method for manipulating mystic energy, originally known as the Emerald Road, refers to the ambient mystic energies of an environment. After learning to control his/her personal energy through the study of Egocentric magic, a sorcerer may next learn how to connect his own life force to the ambient mystic energies of the surrounding environment. Once entwined, the energy may be manipulated to create a variety of effects As with individuals, some places have greater "mystic potential" than others. On Earth, magic energy flows through chartable courses called "ley lines" or lung-mei (dragon paths). Churches and temples are oftentimes built along these lines with sacred sites like Stonehenge and Glastonbury Tor occurring at points where two or more ley lines meet. Other dimensions such as the Dark Dimension or the various mystic realms have much greater mystic potential than those of the Earth Dimension, but their alien energy is far more difficult to control. (Elemental Magic)
Necromancy: This path or "forbidden path" (as it was originally known) was developed on Earth by the Elder God Chthon and is recorded in THE DARKHOLD. Witnessing his brother Set gaining power by destroying life, Chthon became curious. He studied the release of death energies in order to master this source of power for himself and to better defend himself against the insatiable hunger of Set. Forbidden in every civilized mystic community, this potent form of magic is still practiced by twisted witches and wizards who seek power no matter the cost. Drawing on the potent energies generated by the termination of lesser energies (i.e. human sacrifice) and capable of generating swift and significant results, necromantic incantations have resulted in the destruction of entire civilizations.
Exocentric: (from the Greek: exo, "outside") This very advanced form of magic, originally known as the Golden Way, refers to the form of magic that draws upon forces from dimensions outside our own. Only very experienced sorcerers are able to communicate with powerful mystical beings that inhabit these "other dimensions" and appeal to them for assistance. To invoke the aid of godlike beings a sorcerer must learn complex incantations and master subtle gestures in order to increase the chances of receiving a positive response. The more powerful the entity (or the less powerful the sorcerer) the more complicated the ritual of invocation becomes.
Entities
Commonly invoked mystic principalities that mystics from all realms draw power from. One must be aware of who they choose, for magic always has a cost...
Credit to Ian McNee for this list.
Agamotto - Usually invoked to summon spells dealing with truth, light and sight. Agamotto is also invoked in incantations connected to the Vishanti.
balthakk - Usually invoked to summon the "Bolts of Balthakk", powerful fiery energy blasts.
Cinnibus - Usually invoked to summon the "Seven Suns of Cinnibus", which shed powerful mystic light.
Cyttorak - Usually invoked to summon the "Crimson Bands of Cyttorak". The bands can be shaped as rings, a thick circle, a box, a large gem, and so forth, whatever the caster desires and are almost always used to restrain or imprison an enemy. Occasionally the Crimson Bands may also be manipulated like a whip or like a rope for pulling others out of danger. Cyttorak also grants use of the Scarlet Sphere of Cyttorak and the Crimson Crystals of Cyttorak.
Chthon - Usually invoked to summon the darkest of magic, he requires the summoner's soul as payment.
Denak - Usually invoked to summon 'Demons of Denak". This curse is used extensively through the chronicles, but it also is a spell that summons forth demons to do the summoner's bidding. The amount of demons a magician can summon in a week's time is limited only by his experience. Not all the uses of the "Demons of Denak" power were directed to evil purposes, in some cases it was used to dispel other enchantments and to restore magic objects to its original form. Denak also grants power via the "Daggers of Denak", a whirling wheel of cutting magic blades, effective in physical attacks or defenses.
Faltine - The Faltine is both the name of a very old and very dense (i.e. with a greater number of spatial dimensions than three, as is the case in our universe) universe (or, improperly, "dimension"), and of its native race, although those are also referred to as "Faltinians". We shall use the latter term to distinguish the natives from their universe. There is no matter in the Faltine, only energy in various forms. The Faltinians are pure energy creatures whose entire life, civilization and pursuits are based on differentiating between degrees and kinds of energy (e.g. between a quark and a gluon). These differences are as important to them as the difference between lead and gold would be to a human. The Faltinians reproduce by scissiparity (fission): a little like Earth amoebas. The goal of every Faltinian is to gather more and choicer combination of energies. When that happens, a Faltinian "genitor" or "progenitor" gives birth to a "scion" - or "kin-being" - who is devoted to him. The purpose of each Faltinian is, naturally, to increase the size of his "clan". This gives rise to complex family relationships (such as being a "third quark proto-scion") and unending feuds. Usually invoked to summon the "Flames of the Faltine". This is an extremely common entreaty and has many effects, though they are similar.
Farallah - Usually invoked to summon the "Fearsome Fangs of Farallah". Creates a huge, gaping, serpentine jaw of fangs with a long green tongue floating in the air. The forked tongue strikes with enourmous strength to snatch up to two targets or bite through almost anything including energy. The jaws are constantly snapping and moving. The duration of the spell seems to be until the original caster's concentration is disrupted or until a victim is destroyed by the fangs. Advanced sorcerers are able to use Farallah's Fangs to chew through the dimensional fabric, creating rips in time and space that may be used to travel through or imprison an enemy.
Hoggoth - Hoggoth is one of the Vishanti and the enigmatic survivor of an ancient, mystic race. He was already ancient when encountered millions, if not billions, of years ago by Oshtur while she explored various realms after departing Earth prior to the fall of the Elder Gods. Usually invoked to summon the "Hoary Hosts of Hoggoth" Incantation used to introduce a spell of banishment. If successful it will send a target to another dimension or point in Earth's dimension. The skilled magician will be able to choose the location. Other spells invoking Hoggoth include the "Mists of Hoggoth", which acts as a traveler's guide through Nightmare's realm and the "Spell of Hoggoth", which causes sleep and forgetfulness. Hoggoth is also invoked in incantations connected to the Vishanti.
Ikonn - Usually invoked to summon the "Illusions of Ikonn", which act as either an Illusion spell or as a Dispel Illusion spell. The Images of Ikonn incantation acts as a Trance spell of a very high skill level. It also is used as the Image Projection spell, except it can create multiple images at once.
Ikathon - Usually invoked to summon the "Icy Tendrils of Ikthalon" which can be used to freeze or immobilize an enemy.
Krakkan - Usually invoked to summon the "Chains of Krakkan", which serve to entrap and hold others, often preventing them from utilizing their powers.
Munnpor - Usually invoked to summon the "Moons of Munnopor", which are typically used to focus or to enforce a spell the effects of which can be varied. These spells are usually produced in conjunction with invoking another mystic entity, but their related spell can also be used without "help" from other entities. The Moons are called "mystic" or "dozen" or "twelve" or "many", and they have been used, among other purposes, to break an opponent's existing spell, or to banish an enemy. The "Mists of Munnopor" may also be summoned. These are used to conceal an object or to confuse an enemy.
Nightmare - Usually invoked to generate spells pertaining to dreams or sleep.
Nirvalon - Usually invoked to summon the "Nirvalonic Sphere", which creates a rigid sphere around the user of pure Nirvalonic light. This acts as a Shield-Aura spell, but does not allow the flexibility of a normal Shield-Aura. The "White Light of Nirvalon" has been used to dispel illusions or dark energies.
Oshtur - Usually invoked to generate or to strengthen spells that are associated with the element of air, intellect, and reason. Her "mighty hands" and "omnipotence" are usually noted by magicians. Oshtur is also invoked in incantations connected to the Vishanti.
Raggadorr - Usually invoked to summon the "Seven Rings of Raggadorr". Have numerous applications. In all cases the Rings float over the target, drop down on him, and contract, binding a target and often preventing it from utilizing its powers. The area of effect is always one target, though that target can be as large as an elephant.
Satannish - A demonic Hell-lord whose name is usually invoked to summon the darkest of magic, he frequently requires the summoner's soul as payment.
Seraphim - The Seraphim, who evolved from the Bird-Men of Akah Ma'at, are Oshtur's spawn. They usually manifest as veiled or angelic figures, but their demeanor is so stoic and silent that these angels may seem carved from marble. Their staid nature is a sign of their endless vigilance against the forces of chaos and destruction. There is a well known Seraphim expression, "The first layer of the Seraphim's Shield is Stillness, the second layer is Silence". Across the dimensions, they are known to possess special magic pertaining to protection and defense. The Seraphim can grant a sorcerer potent mystic defenses known as the Shield of the Seraphim or the Sphere of the Seraphim, which are capable of containing or restraining even powerful beings such as Ikonn. However, the full extent of the Seraphim's power is unknown. The Seraphim are prone to grant similar powers to those who invoke them in the right way for evil or good purposes.
Valtorr - Usually invoked to summon the "Vapors of Valtorr". These are generally used to conceal an object or to confuse an enemy, but they may also be used to create a cushion of vapors to act as a cushion from a great fall. Another use of the vapors is to churn them into mystic storm clouds and call forth the energy that resides within them as arcane lightning bolts. Valtorr may also send the "Vipers of Valtorr". First his Vapors appear, but out of the vapors emerge huge, green, sucker-covered tendrils that can cause great harm to an intended target. Their strength is incredible.
Watoomb - Millennia before the modern era, Watoomb became an immensely powerful mage. Instead of listening to the lectures of his long-winded wizard elders, Watoomb listened to the wind itself and it told him many secrets about the ways of magic. He became the first wizard on his world to practice Exocentric Magic to summon the power of extradimensional entities. Watoomb was not satisfied with wielding the parceled power from mystic entities, and he eventually joined the elite ranks of mortal sorcerers, like Agamotto, who were able to become mystic principalities. Usually invoked to summon the "Winds of Watoomb", often used by magicians of every ilk, this spell creates a strong, mystical wind, which acts as both an unlimited Teleport spell and unlimited Dimensional Aperture spell. Doctor Strange says that the Winds of Watoomb "have sped me past light-years of real distance through unreal ways".
Character Sheet
Optional: (Picture of appearance goes here)
Name:
Age:
Species: (Human, Mutant, Alien, etc.,)
Appearance: (please include height and weight)
Personality: (Don't go into detail here. Give a short overview of your character's temperament)
Bio: (Brief history. Must include background of mystic arts training)
Primary: (Egocentric, Ecocentric, or Necromancy) Primary Spells: (3 spell limit)
Secondary: (Whatever you did not select as your primary) Secondary Spells: (2 spell limit)
Exocentric: (Look at list of Entities. You can also create your own.) Exocentric Spells: (2 spell limit - one summon spell of your entity - also list drawback (long casting time - makes you physically weak after casting it - a random kitten in the world perishes as a consequence), one low powered attribute spell that your entity blesses your character)
Equipment: (Include any talismans or artifacts - explain what these items do)
Hey everyone! Thanks for showing interest and taking liberties by doing some research. I'll get to answering questions, as well as putting up some info about how the magic will work in the RP when I can.
Because there are a vast number of spells and such within the marvel universe, I'm going to try and break a mage type into 3 categories for you to choose from:
All three types will have their own variation of energy blasts, conjuring of weapons, shields, and minions within their own respective themes. this will be your primary set. You can also pick a secondary type to specialize in but will not be proficient in it.
As mystics, we also have Exocentric abilities that allow us to conjure up powers from beings of different dimensions. If you've played final fantasy think of this ability as your summons. I'll provide a list of entities to choose from (you can also come up with your own). You'll be given only one entity to choose from. You can summon them to cause powerful damage, or you can use abilities powered by these entities as a subset of powers.
An example character:
Name: Damian
Primary: Necromancy Spells: (3)
Secondary: Egocentric Spells: (2)
Exocentric: Hoggoth Spells: (2)
The spells part is the number limited for each type (the amount of spells for each is subject to change) . 3 spells for your primary. 2 for secondary. 2 for excocentric.
As we progress, we'll be given opportunities to level up and gain more spells and gain more entities to summon.
Yeah. I'm trying to allow as much creative freedom as possible, mainly because I don't expect anyone (myself very much included lol) to know all of the spells and entities of marvel.
It's pretty fascinating. I hope Marvel one day releases a compendium on the mystic lore behind its universes (artifacts, items, and relics included).
Hell they can't keep straight what reality they are in! Sorry. Have some betterment issues with marvel.
I figure my character a back woods detective with powers against extra dimensional beings as well as vanquishing knowledge and techniques. Wouldn't even be here except he was told to by higher powers that he trusts.