Book of Magic Design Journal #3
Entities and Entreaties
Comic book magicians frequently invoke the names and titles of various mystic entities, calling upon them for power and assistance with their spells. These magical-sounding names and incantations can add flavor and style to a mystic character or series, so M&M players and Gamemasters are encouraged to use them in their own games. Here’s one example of the selection of entities and related spells from The Book of Magic.
The Modrossus
(MOH-dro-soos) The Lumenvirate, The Hand of Order, The Three-In-One, Triluminary
The Modrossus is an amalgam of three potent mystic entities: Abbridon, Heshem, and Lamal, often depicted as a glowing being with three heads: male, female, and androgyne, or a lion, a serpent, and an eagle, each with a glowing rune on its forehead. The Modrossus is the single greatest force for positive and protective magic known to earthly magicians, and they often invoke its name and “the Magic of the Modrossus” or “Mysteries of the Modrossus” in their duties. (Indeed, “By the Modrossus!” or “Merciful Modrossus!” are common oaths of surprise amongst magicians.) The legendary Manual and Medallion of the Modrossus are entrusted to Earth’s Master Mage.
Judgment of the Modrossus is a fearsome invocation, calling upon the highest mystic order to appear and judge the petitioner’s worthiness. Adrian Eldrich once used it to call upon the Lumenvirate to adjudicate an arcane duel between him and a challenger for the title of Master Mage. The judgment rendered by the triple-power is fair but dispassionate. Rather than a power in game-terms, this spell is more of a plot device, although a player might choose to invoke it by spending a hero point, the equivalent of asking the GM for inspiration (M&M, page 122).
Magic of the Modrossus is a collection of spells invoking the power of the Triluminary. It is known to include the following effects:
• An eldritch Blast of searing blue-white light at the caster’s Magic rank.
• Conjuring solid shapes out of glowing light, including walls and other barricades, makeshift support structures, bridges, and the like, as a Create Object effect at the caster’s Magic rank.
• A blinding beam of blue-white light, a visual Dazzle effect at the caster’s Magic rank. Some versions apply the Burst Area and Touch Range modifiers for an omnidirectional flash emanating from the mage.
• A Nullify Magic effect at the caster’s Magic rank, often used as a counterspell.
Mists of the Modrossus are sweet-smelling vapors able to blank out the memories of the uninitiated who witness those things they are not meant to know. When the momentary mists clear, they take with them those recollections, leaving only a vague blankness. Mages from time immemorial have considered this a mercy to those they guard. The Mists are a Continuous, Burst Area, Mental Transform effect, Limited to memories involving forbidden magical knowledge (including the caster’s true identity and similar information). Weaving the spell requires a full round action, and subjects make a Will saving throw against a DC of 10 + the magician’s Magic rank.
Sign of the Modrossus is a powerful ward against uncontrolled mystic creatures, visible as the glowing sign of the Triluminary drawn in fiery blue-white light. It is a Damaging Ward, so it usually has an effective rank equal to half the caster’s Magic power rank. Creatures failing the Will save against the Sign suffer damage read on the Toughness Saving Throw table (M&M, page 163). The caster can choose whether the Sign inflicts lethal or non-lethal damage when it is used.
Entities and Improvised Spells
An additional use for the various spells and entreaties described in The Book of Magic is as a catalog of potential power stunts for characters with the Magic power. Although each character has a set of “rote” or “mastered” spells—the established Alternate Powers of that character’s Magic array—any magician can attempt to improvise an entreaty to any of the various arcane powers. Indeed, many of the spells used by comic book magicians are one-time things: if they require preparation and ceremony, they’re rituals (Magical Rituals, M&M, page 131), but if they’re done on the spur of the moment, then they’re best considered Magic power stunts.
So, any magician can potentially cast any spell, provided the player is willing to use extra effort in order to do so. Magicians on all sides of the moral divide can also call upon the powers of virtually any entity: in his career, Eldrich has called on the power of Bal’Hemoth, the Howling Dream, and Vhoka, for example. Only the Three Powers of the Modrossus (Abbridon, Heshem, and Lamal) are really limited to certain sorcerers and even then, Heshem is known to answer entreaties from witches and wizards considered morally “grey” at best.
Lastly, in keeping with the theme of magic’s price, the GM may, from time to time, choose to waive the fatigue caused by the extra effort of an improvised spell, instead imposing a future complication from calling upon that particular entity (for which the magician will not gain a hero point, since it was effectively “cashed in” for the spell itself). Likewise, the GM can use entreaties and characters’ relationships with the various Powers of Magic as a source of complications in the game, as magicians encounter omens, unusual “luck,” geasa and the like.