- So let's talk about magic. We can dicker on the exact rules, if you like. There are all sorts of Grimoires and Cryptonomicons. I've got an AD&D manual somewhere. At the core, though.... Magic is taking a thought and making it real. Taking a lie and making it the truth. Telling a story to the universe so utterly, cosmically perfect that for a single, shining moment... the world believes a man can fly.
Magic is the practice of utilizing certain universal energies and extra-dimensional forces whose nature is beyond the scope of the technologically-oriented science of all known sentient races. Using spells and phrases it is often used to simulate other powers, such as reality warping, mind control and elemental attacks. As of Ultimates 2 #100 it has been explained that magic exists as a result of the Fifth Cosmos, the fifth version of Eternity that presided over the fifth version of the multiverse. It was The Fifth that wove magic into the fabric of reality which would then be carried over into future versions of the Multiverse.
Mister Fantastic considers magic a science that simply works with a different set of rules (in line with Arthur C. Clarke's Third Law "Any sufficiently advanced technology is indistinguishable from magic"). Doctor Doom has occasionally integrated the talent for sorcery he inherited from his mother into his inventions and schemes.
Sources of Magical Power
Ambient Magical Energy of the Universe - Magicians can tap this power for many effects, such as teleportation and energy bolts. By definition, this is derived from Eternity. These generally involves actual casting of spells and may be limited to the main dimension learned and may not work in others.
Extradimensional Magical Energy - powers gained through the tapping of extra-dimensional energy and by invoking entities or objects of power existing in mystical dimensions, with different physical and magical laws, tangential to our own. Unlike the first two, the entities invoked generally have a say in how or if the power is used.
Items - Magic may also come in the form of items imbued with power, such as the Crimson Gem of Cyttorak. These are often created by powerful sorcerers and extradimensional entities and vary in function and power.
Types of Magic
A full list of Types of Magic can be found here.
Notable Magic Items
A full list of magic items can be found here.
Notable Magic Users
A full list of magicians can be found here.
Magnetism manipulation or Ferrokinesis is the ability to control and/or generate magnetic fields.
Prominent magnetism manipulators:
For a more complete list of characters who can control magnetism and articles related to this topic, see Magnetokinesis
The process by which an organism who decreases in size and weight extends bodily mass extra-dimensionally.
Marvel Alterniverse began as an imprint of Marvel Comics designed to encompass all imaginary, alternate-world, What If...?, and similar stories published by Marvel Comics. Though the imprint is now defunct, it supposedly continues as a "lab" of Marvel Comics experimenting in new ideas.
Following an inter-office shake-up in 1994, Tom DeFalco was removed as Editor-in-Chief of Marvel Comics. Rather than name a successor, Marvel instead appointed five "Editors-in-chief," each of whom woud oversee a certain number of titles and, by extension, a certain portion of the Marvel Universe. This change was reflected externally by collecting all Marvel monthlies into broad groups: the X-Men titles, the Spider-Man titles, and three new imprints. Bob Harras continued to oversee the X-Men titles, Mark Gruenwald helmed the new Marvel Heroes Imprint imprint, Bob Budiansky helmed the Spider-Man titles, Bobbie Chase took over the new Marvel Edge imprint, and Carl Potts oversaw the Licensed Books and Marvel Alterniverse imprint.
Marvel Database Project
(aka MDP) This very site! Our goal, to create the largest online database of information on the Marvel Comics Universe. Inspired by the Official Handbook of the Marvel Universe.
Marvel Digital Comics
Marvel Digital Comics are comic books that you can enjoy on Marvel.com that you can either view with a payed-for membership that can be purchased online or on a giftcard you can find at some stores.
(See Also: * Marvel.com)
[top] [Edit Marvel Digital Comics]
Marvel Next is an initiative that was launched by Marvel Comics in early 2005. It was designed to spotlight several unrelated titles that feature young protagonists. Like the Tsunami imprint before it, it aims to attract young readers. Marvel Next titles carry a "Marvel Next" tag on the cover, but not in the place imprint names generally carry their logos.
The titles are set in the Marvel Universe and most of them (Araña: The Heart of the Spider, Young Avengers, Runaways, and Amazing Fantasy Vol 2) all have connections to pre-existing titles (taking advantage of settings, characters and events from previous stories).
Crossover There has been little or no crossover between the various comics. However, the Young Avengers and the Runaways have been mentioned in one another's comics.
Thus far, the closest thing to a crossover has centered on the fictional drug MGH. It has appeared in numerous Marvel titles over the past few years, but recently appeared in a two-part Young Avengers story in Autumn 2005. The following month, the Runaways were asked to fight the Pusher Man, an MGH dealer.
|Marvel Next titles|
A being who can physically change shape and appearance, in whole or in part. If the transformation requires the addition or subtraction of mass, the mass accruing or mass shunting process is involved. Also called polymorph.
A merged reality is a unique and new reality that is created by the merging of two pre-existing realities. A merger of two realities can be caused by many different sources, typically on a cosmic scale. The cause of the merger could be due to the work of cosmic beings, temporal anomalies, as well as the result of technological or mystical means, be they intentional or accidental. Depending on the conditions a merger can cause the separate realities involve to cease to exist, while other similar realities endure, as a divergence is created between the merged and unmerged versions of those realities. Similarly a merged reality can be separate again, yet continue to endure independently of the realities that were merged to bring it into existence. A merged reality can create a situation where two individuals are merged into an amalgam, or the collective populations of both realities exist on the same world without any physical beings being merged together. A merger can also affect the timeline of this new reality, sometimes creating a new history that is an amalgamation of the two merged realities. Sometimes a merger begins a new historical track having no past prior to the merger.
- The realities of Earth-715 (Femazonia) and Earth-74101 (Machaus) were merged together by some unknown force. Ultimately, thanks to the intervention of the Fantastic Four of Earth-616, a complete merger was finalized and the citizens of both realities coexisted in a new reality of Earth-74101. In this case, the merger resulted in both populations coexisting, each retaining a memory of the past of their unique reality but moving forward with a unique, collective history. It has been stated that neither Earth-715 and Earth-74101 exist, while an alternate, unmerged Femazonia exists on Earth-8009.
- When the Earth-616 universe was merged with a distant cosmos by the Brothers, it created reality Earth-9602, the Amalgam Universe. This world was an amalgamated version of the two realities where every being therein were composites of two pre-existing individuals of each respective reality. This trend was most noticeable among the superhuman community. This reality briefly ceased to exist when the two originating realities were pulled apart once again. Although this merged reality was briefly restored for another short period of time. Based on what can be ascertained, when the two base realities are separated Earth-9602 ceases to exist.
- The realities of Earth-616 and Earth-93060, the Ultraverse, were also similarly merged by the Asgardian trickster god Loki creating amalgams of the heroes of both realities as well. Ultimately the amalgamated heroes managed to restore the proper order. If this created a new reality or merely a pocket dimension remains to be clarified.
- During the period in which Counter-Earth existed in a pocket dimension created by Franklin Richards, a series of time travel incidents weakened the fabric of reality in this dimension. Doctor Doom exploited this weakness, causing Counter-Earth to merge with another reality from a distant cosmos to merge into an amalgamated reality. The beings of both realities co-existed as though they had a shared history together. Ultimately the heroes of both realities foiled Doom's scheme causing the separation of both realities restoring the status quo. This merged reality has been designated as Earth-13. Since then another reality has been identified as Earth-13, although any connection between the two remain to be explained.
- Fantastic Four #151-153
- Fantastic Four #153
- Marvel Two-In-One #67
- Marvel Versus DC #3
- DC Versus Marvel #4
- DC/Marvel All Access #1-4
- UltraForce/Avengers #1
- Avengers/UltraForce #1
- Onslaught Marvel Universe #1
- Fantastic Four Vol 2 #12
- Avengers Vol 2 #12
- Iron Man Vol 2 #12
- Captain America Vol 2 #12
- Fantastic Four Vol 2 #13
- Captain America Vol 3 #13
- Amazing Spider-Man Vol 3 #9
A parallel universe that can be reached from the Earth dimension by compressing one's own mass to a certain point, thereby forcing it through an artificially created nexus into the other universe. Microverses were once erroneously believed to exist within atoms.
A world existing within parallel universe known as Microverse. Micro-worlds were once erroneously believed to exist on subatomic particles.
In comics, mind control often appears as the means whereby a person literally seizes control of the minds of the victims to the point where not only their bodies come under direct control, but also their consciousnesses as well, so that they become puppets or slaves to the controller. Fiction often depicts this process taking place electronically; the trademark equipment of the supervillains Ringmaster and Controller are examples of this. In addition, characters with powerful telepathic or psychic abilities, like Professor X and Phoenix of the X-Men, can do the same with mental concentration against a target.
What is commonly referred to the "Modern Age", "Modern Era" or "Age of Heroes" refers to the period of time following the birth of the Fantastic Four in Fantastic Four #1 to the present time. Earth-616 and many other universes in Marvel Comics have histories that move slower than they do in real life.
That said, generally speaking, any references to dates, pop culture, political leaders, celebrities, and characters involvement in various global conflicts or historical moments that are presented in a way that suggests that they happened near the Modern Era should be considered topical. For example, early issues of Fantastic Four where Reed Richards refers to seeing combat during World War II or when the team assisted the first Apollo mission to the Moon should be considered topical.
Based on the Sliding Timescale and until October 2017 the events of Fantastic Four #1 happened 14 years ago. At this present time the start of the Modern Age "started" in the year 2002 until November 2017.
The timescale will slide forward as the events of Fantastic Four #1 will have happened 15 years ago and will continue to be considered fifteen years until November 2021. As the next four years move forward the "start" of the Sliding Timescale will bump forward each year. 2003 in the year 2018, 2004 in 2019, 2005 in 2020 and so on.
(See Also: Topical Reference, Sliding Timescale)
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A spell contained in the Darkhold capable of destroying all vampires utterly. The downside to using the spell is that the effect is temporary. Once the spell is broken, the Vampires it destroyed are rejuvenated.
Something capable of making cellular-level changes in a living organism.
Mutants, or Homo Superior, are beings who were born with physical characteristic(s) not possessed by either of their parents.
In many cases in the Marvel Universe, this characteristic is the X-Gene, which when triggered, gives the being access to abilities not normally available to their race.
(See Also: Homo Superior)
[top] [Edit Mutant]
A mutate is a being who acquired a physical characteristic through exposure to one or more mutagenic agents such as chemicals or radiation. Superhumans who were not born with the potential to access their innate superhuman powers are mutates.
Mutates are typically characters that have been somehow genetically mutated in order to attain their superhuman abilities, for example by exposure to magic, radiation or toxic waste, or through the bite of a genetically-engineered spider, et cetera.
- Note: Mutants that were given a Genoshan Mutate number, or used one to conceal their identity were called "Mutates".
(See Also: Mutants (Homo superior))
The process or result of a cellular-level change in a living organism. A good mutation is one that benefits the organism in some way, such as the acquisition of a spare heart, Increased cerebral capacity, or a superhuman ability. A bad mutation is one that impairs the organism in some way, such as a deformity. Many special traits or powers are the result of a body-wide series of good mutations, not just the mutation of single cell.