Showing posts with label Dr. Strange. Show all posts
Showing posts with label Dr. Strange. Show all posts

Friday, August 27, 2021

MISTER JIP

 


MISTER JIP

Real Name: Unrevealed
First Appearance: Strange Tales (Vol. 2) #8, November 1987

Powers: Born in the 15th century, the man who would become Mister Jip was an amoral seeker of knowledge and the first student of the Ancient One in Kamar-Taj. Seeking immortality in order to continue his quest for knowledge sans interruptions, Jip developed a process through the black arts of absorbing the body of another person into his own, adding their remaining lifespan to his. The unequivocal evil behind the spell came with a number of restrictions and side effects. First, Mr. Jip could only possess the bodies of people who already contained a potent level of evil or darkness. Anyone of particularly high selfishness, sadistic, or malevolent intent would qualify, although "darkness" also seemed to qualify anyone in possession of the Darkforce, even an essentially noble soul like Cloak (Tyrone Johnson). Second, anyone aware of Jip's existence and intent would reject the possession process, instinctively creating psychic barriers to repel the festering malevolence of his soul before it could grab hold of theirs. As a result, Jip needed to catch his victims unawares in order to assimilate them as a host body.

Having survived over five hundred years through this process, Mr. Jip's body had suffered a toll. His hunchbacked, decaying true form reeks of evil, with the residual features of his past hosts rippling through his flesh as if still trying to escape. Jip can temporarily assume the appearance of any of his past hosts in order to appear in public. He can also manifest portions of their bodies in other ways. Mr. Jip has been seen with functional eyes and mouths on his back side and manifesting on other areas of his flesh as well. He can sprout hands from his hump to hold a book so that eyes on his back can read it. Jip has sprouted multiple arms or tentacles of living flesh to grip his opponents or snare objects in close quarters. He can also detach portions of his mass and retain a remote link to them. His familiar, YipYap, is a pair of eyes attached to long stalks that is capable of flight. YipYap's small size allows it to covertly observe events for Mr. Jip, transmitting its observations back to Jip through their shared link. YipYap can also separate into two individual eye-stalks to track separate events simultaneously. Mr. Jip also once removed one of his many eyes and installed it in Brigid O'Reilly's eye socket. This allowed him to remotely track her activities and influence her behavior.

Mr. Jip is a highly skilled master of the black arts, having demonstrated a number of spells and mystical abilities. He is capable of feats such as teleportation, body swapping other people, casting bolts of force, creating enchanted shackles, shaping remote viewing screens out of his flesh, and so on.

Monday, June 14, 2021

WILDPRIDE


 

WILDPRIDE

Real Name: Kyllian Kell Boddicker
First Appearance: Dr. Strange, Sorcerer Supreme Annual (Vol. 1) #3, June 1993

Powers: Kyllian Kell Boddicker, later known as Wildpride, was empowered by the Celtic Gods Morrigan, Cernunnos, and Taranis due to a sacrificial oath cast thousands of years ago by his Druidic ancestors. They inhabit his spirit and offer him advice and guidance through telepathic communication. The gods' influence is also manifested as a series of tattoo markings on his skin, representing various elemental forces Kyllian has control over: Air and Water on his left arm; Lightning and Fire on his right arm; and Stone, Light, and Magnetism on his chest. Whenever he summoned power with these tattoos, they would illuminate and send a stabbing pain through his body. Kyllian could melt metals, cast blinding flashes of light, short bursts of flame or towering fire geysers, summon winds to lift himself off the ground or form high-velocity vortexes, produce seismic waves to upset the ground and cause the earth to collapse beneath his opponents, set off volcanic eruptions, manipulate water into high-pressure sprays or bubbles to engulf a target, project lightning bolts or direct electrical energy from nearby sources into a web of energy, and so on.

He wielded the Oak Staff of the Druids as a focus for using his powers, and it could also be used to absorb various forms of mystical energy directed at him, absorbing the energy to protect him from harm and then rechanneling the power as blasts from the tip of the staff. After training with Modred the Mystic, Kyllian was reborn as Wildpride. Channeling the primal forces of "animal magick", Kyllian seemed to have given himself over to Cernunnos, God of the Hunt, whose image was now dead center on his chest, as a series of cryptic red-black designs now covered every inch of his skin, replacing his former tattoos. As Wildpride, he could now cast his magic in the form of animal spirits: Lion, serpent, mule, ram, etc. The full capabilities of these phantom beasts were unclear, but they were capable of physically interacting with matter in order to carry people around or attack on his command. One was referred to as a "fire-beast", suggesting Wildpride could manifest his previous elemental powers through these animal spirits.

Tuesday, March 16, 2021

DR. DRUID


 

DR. DRUID

Real Name: Anthony Ludgate (legally changed to Anthony Ludgate Druid)
First Appearance: Amazing Adventures (Vol. 1) #1, June 1961 (as Doctor Droom); Weird Wonder Tales (Vol. 1) #19, December 1976 (as Doctor Druid)

Powers: Dr. Druid has a natural gift for psychic phenomena, which was cultivated through the manipulations of the Ancient One and his own rigorous personal training. Druid is capable of self-levitation, enabling him to rise up a few stories into the air, supporting himself and up to one other person and he hovers and moves about as a very leisurely speed. He can also apply his psychokinetic talents to levitate and maneuver other pieces of matter in his vicinity. Though concentration, Druid can manipulate his autonomic physical processes, such as heart rate, breathing, and healing. By entering a meditative state he can mentally block out pain and focus on accelerating the regeneration of potentially fatal wounds, like a slit throat. He is capable of sensing thoughts to a moderate degree, and has extrasensory abilities to detect mystical phenomena and at times perceive future events. Through mesmerism, Druid can achieve a variety of effects: Rendering himself and others invisible, compelling people to reveal information to him or remain rigid where they stand, form illusions to disguise his appearance, etc. He can even plant a compulsion into a victim's mind to spread his mesmerism: For instance, he and Captain America were once attacked by a group of werewolves. Druid mesmerized one werewolf, giving him a post-hypnotic suggestion to ignore the two heroes, and a compulsion to seek out his fellow werewolves and stare them in the eyes, transferring the mesmeric effect and compulsion to them as well. The spell quickly spread until all the werewolves were conditioned to not perceive them.

The second gift Doctor Druid received from the Ancient One was ancestral memory of all the knowledge and practices of his Celtic forefathers, the Druids. For most of his career, Druid used this knowledge for relatively simple endeavors, involving special talismans or arrangements of significant icons. He could inscribe a circle of protection around himself to ward off supernatural attacks, or perform a certain ritual to allow long distance teleportation across the surface of the planet. At a particularly weak period in his life, however, Druid chose to invoke more serious powers, reawakening the full knowledge and raw power of the Druids within himself, connecting directly to the Celtic gods and their control over the elements, and the forces of life and death. His senses became exceptionally heightened and keyed in to natural phenomena. Druid could now count the maggots festering on a corpse from over a mile away. He also developed the psychic intuition for knowledge at a glance, reading the past thoughts and actions of other people merely by looking at them. Druid's power over the elements led to several new and interesting ways to kill people, such as igniting dormant phosphorous residue in the human body into order to induce spontaneous combustion, increasing pressure on the water content of the body so that people literally burst from the inside out, and inducing unprecedented growth in plant matter inside someone's stomach, causing the equivalent of a full-grown tree to violently shoot forth from their chest. He could also induce accelerated decay in material things, causing even a metal door to corrode and collapse into liquid remnants within seconds.

Anthony Druid holds a Doctor of Medicine degree from Harvard with a specialty in psychiatry. He has extensive knowledge of the occult arcs, particularly Celtic lore.
 

Thursday, February 25, 2021

HOWARD THE DUCK

 


HOWARD THE DUCK

Real Name: Howard (Last name unrevealed)
First Appearance: Adventure Into Fear (Vol. 1) #19, December 1973

Powers: Howard the Duck was born on Duckworld, an alternate Earth in another dimension designated Earth-47920 (later re-numbered as Earth-791021). It is inhabited by anthropomorphic water fowl and poultry called Duckworldians, intelligent life evolved from waterfowl. Duckworld resembles mankind's Earth in an astounding number of ways, including the fact that ducks speak English.

Howard's body, like those of his entire race, has similar characteristics to those of both common Earth ducks and common Earth human beings. He has webbed feet, a bill and feathers, but lacks wings. His neurological, urogenital, and musculoskeletal systems are anatomically far closer to man than duck, despite the fact that females of his race are egg-layers. Though possessed of no superhuman powers, Howard has expert knowledge of the little known Duckworld martial art called Quack Fu, and hence is a surprisingly formidable opponent in hand-to-hand combat.

Howard briefly possessed the magical skills and paraphernalia of Dr. Strange. After being bitten by Dracula, Howard temporarily possessed an aversion to sunlight and a pathological thirst for blood, but no other vampire abilities. He has also proficiently utilized voodoo magic items and the Amulet of Pazuzu. While Howard clearly possesses an aptitude for magic, he lacks both the motivation and interest to further develop it.

Howard cannot swim, nor fly (since he lacks wings) and also has an inherent dislike of chickens.

HELLSTORM

 


HELLSTORM

Real Name: Daimon Hellstrom
First Appearance: Ghost Rider (Vol. 2) #1, September 1973

Powers: Known as both "Hellstorm" or the "Son of Satan", Daimon Hellstrom is the child of a mortal woman and one of the many Hell-Lords of the nether dimensions, known either as Satan or Marduk Kurios. Daimon possesses both a human soul and a "Darksoul", representative of his father's taint and power. Though his strength and endurance are heightened slightly by the Darksoul, his primary ability is the generation of soulfire, a mystical and spiritual energy that takes the form of normal-looking flame. He can produce soulfire as a source of light or heat, blast through solid barriers, heal wounds and other injuries, or assault opponents physically and metaphysically, striking directly at their souls to cause pain, unholy terror, unconsciousness, etc. He often uses a trident made of netheranium to gather and focus his soulfire in blast form. The netheranium was a psycho-sensitive metal, making it capable of sensing various kinds of mystical energy, and protected against attacks of the same.

Initially, Daimon's Darksoul would become active at night, consuming him in soulfire to reform his clothing into his Son of Satan robes and altering his personality to make him colder and more manic. He would soon learn to integrate his two halves, but maintained the ability to summon and displace his costume at will, day or night. The Son of Satan lost his powers for a time after the Darksoul was removed from his body, but his mystical potential began to return slowly on its own, and he first adopted the name Hellstorm in this period. Daimon began to die without his Darksoul, though, and it was returned to him through an arcane ritual, and his "human side" was rather weakened by the incident. After killing his father in battle, Hellstorm was anointed with the black halo and became ruler of his father's nether-dimension of "Hell", with all the power that came with it. Hellstorm's soulfire is now dramatically more potent, and he can summon and dispatch his trident with a gesture, even recreating a new one to serve as the symbol of his power if the previous one is destroyed.

Hellstorm is able to use his extra-dimensional access to Hell to travel to and from that dimension at will, as well as between different points on Earth. He can sense electrical energy in his surroundings and manipulate it to a certain degree, causing mechanical systems to turn on or off, or explode by causing a power surge to shoot through them. Daimon also possesses certain telepathic abilities, allowing him to read certain surface level thoughts from other people. If he is in a hurry, Hellstorm can forcibly compel someone to reveal everything they know to him, although this process tends to permanently unhinge his victims, leaving them manic and more than a little insane afterwards. His power is now tied to the realm of Hell, making his energies wax and wane depending on the number of dead souls under his care, and the number of living souls who worship or fear him.

Daimon Hellstrom has an advanced degree in demonology. His expertise in demonology is entirely self-taught, and he is a highly experienced exorcist with knowledge of mystic rites.

Tuesday, February 9, 2021

BROTHER VOODOO

 


BROTHER VOODOO

Real Name: Jericho Drumm
First Appearance: Strange Tales (Vol. 1) #169, September 1973

Powers: Dr. Jericho Drumm was originally a baseline human with no superhuman powers. A prosperous psychologist, his powers as the Houngan Brother Voodoo are drawn from belief: His belief in his own power, and the belief of others in his power to affect them. If other people believed strongly enough in the power of voodoo in general, or Brother Voodoo in particular, those beliefs could be used to affect the perception of reality or even reality itself. For example, when two men who believed in the Loa (spirit) were caught in a storm on their fishing boat, Jericho appeared to them as a giant, god-like figure able to easily tow them to shore. Their belief calmed them enough to turn perception into reality. Because he so rarely encounters people with such a strong natural belief in his abilities, however, Brother Voodoo has many powers that he can call upon through his own beliefs.

His body is inhabited by the spirit of his dead brother Daniel, which he can summon from within him at will. By adding Daniel's spirit to his own, Jericho can double his physical strength and endurance. He can also send Daniel out to possess other people's bodies, making them subject to his will. This control can be subconscious, allowing the person to continue acting normally except for Brother Voodoo's silent will imposed on certain thoughts or actions, or it can completely overtake others as they act as an extension of himself in all things, as if he is literally in two bodies at once. Jericho also has a hypnotic power over all living things, including plants, animals, and other people. This power is weaker than his possession ability, preventing him from forcing people to do anything more than drop their weapon or momentarily stop what they are doing. His control over non-sentient things is far stronger, allowing him to compel creatures to perform a wide variety of tasks under his instruction. This power is limited by the fact that he can only hypnotize one creature at a time, though. Brother Voodoo also has power over smoke and fire. He can cause a thick smoke to materialize at his feet and grow to considerable size. Jericho can mystically see through this smoke unaided, and uses it to disguise his entrances and exits or mask his movements in a given area. Rhythmic voodoo drums magically accompany this smoke, and can prove unnerving and spine-tingling on the weak of spirit. He can also use smoke as a conduit for teleportation, truly appearing or disappearing out of smoke. Similar to a limited pyrokinetic, he can control fire but not create it. Jericho can manipulate the shape and path of flames, and cause them to grow to tremendous size and temperature, or douse them with a thought. He can also become immune to heat and flame for a time with a mental command.

As Houngan Supreme and later Sorcerer Supreme for a time, Jericho's powers increased further as Doctor Voodoo. He employed the Amulet of Agamotto during his time as Sorcerer Supreme, and began wielding the Staff of Legba, channeling great power from the Loa. It also seems to be the source of his self-levitation. Jericho was attuned to the spiritual world, causing him to perceive ghosts and the restless spirits of the unavenged dead. He can help guide the deceased to the true afterlife, depending on their circumstances, or restore the spirits to their bodies in order to resurrect the recently deceased, assuming their bodies are in a condition to support them.

Dr. Jericho Drumm holds a Ph.D. in psychology and has extensive training in vodu (voodoo). He is possessed of extensive knowledge of vodu (voodoo), conventional medicine, and psychology.

Sunday, January 24, 2021

NIGHTSTALKERS


 

NIGHTSTALKERS

Roster: Frank Drake, Blade (Eric Brooks), and Hannibal King

First Appearances: Tomb of Dracula (Vol. 1) #1, April 1972 (Frank Drake); Tomb of Dracula (Vol. 1) #10, July 1973 (Blade); Tomb of Dracula (Vol. 1) #25, October 1974 (King); Nightstalkers (Vol. 1) #1, November 1992 (as group)

History & Powers: The Nightstalkers are a trio of vampire hunters comprised of three lone hunters. With the threat of Dracula evident, the three men decided to pool their resources together to hunt and kill Dracula.

Frank Drake is the human descendant of Dracula, and formerly a professional vampire hunter. With the Nightstalkers, he carried a massive gun known as "The Exorcist" (more affectionately called "Linda", after the actress Linda Blair). The gun was specially designed at the Massachusetts Institute of Technology to target and destroy supernatural phenomena using nano-technology. It fires a plasma-charged energy beam as a delivery system for microscopic machines that break down occult forces at the molecular level, and the plasma beam itself is effective against non-supernatural targets. The Exorcist disrupts the fundamental energy fields that exist within the supernatural, creating a form of feedback that charges inanimate occult objects like a live wire, or causes intense pain in living supernatural targets. Drake can also specially program the gun's energy beam to affect specific targets after he has recorded their occult energy signature, creating a specialized beam designed solely to incapacitate and destroy that one target. The Exorcist is sensitive to occult emanations, equipped with a small radar-like screen allowing Drake to pinpoint nearby mystical beings or forces. A low-density beam projected from the gun can also be used as an occult-seeking light effect, clinging to and illuminating people or objects that are supernatural or were recently in contact with supernatural forces. The Exorcist's beam also seeks out occult forces like a magnet, conducting itself through other mediums. For instance, Drake could blast a speeding vehicle, and the energy would sweep through the car before localizing on an occult object being held by the passenger, causing it to flare up and burn the person holding it. On another occasion, Frank attacked a group of cultists in a cemetery, and the Exorcist's beam struck one ceremonial dagger and then jumped from that enchanted blade to the blades being held by all the other cultists, like chain lightning.

Blade (Eric Brooks) was affected when his mother was bitten by a vampire while she was in labor giving birth to him. As a result, the chemical ichor vampires secrete from their fangs entered his bloodstream as he was being born, affecting his developing metabolism and making him a dhampir (a genetic hybrid of human and vampire). Blade is thus functionally immune to a vampire's bite, at least in the sense that he can never be transformed into a vampire himself. Many vampires also seem to find the taste of his blood unpalatable. Blade has also manifested an extrasensory ability to feel the presence of the occult or supernatural forces. This ability's operation is quite similar to Spider-Man's "spider-sense": Blade can sense the intensity of the occult forces being used, can feel a general direction to guide him towards the source, and can focus his sense on a specific person or object to determine if it has supernatural properties. Blade has employed a number of anti-vampire weapons and other tools over the years, including wooden stakes, throwing knives, retractable wrist blades, a samurai style sword, and goggles which bend light in order to render him immune to vampires' hypnosis. He wore a suit of metal-plated armor with the Nightstalkers. At one point, Blade read a spell from the Darkhold that he believed would eradicate all supernatural forces on Earth. Instead, it transformed him into a new Demogorge entity nicknamed "Switchblade", giving him the power to absorb the supernatural powers of anyone he killed. Switchblade amassed a large collection of abilities during the events known as the Midnight Massacre, including healing abilities, precognition, the powers of a vampire and a werewolf, Johnny Blaze's hellfire-blasting shotgun and mystical motorcycle, and the Demogoblin's demonic weaponry. Eventually, the power of the Darkhold page was reversed, restoring Blade to normal and reviving all his victims. Later, Blade fought against Morbius the Living Vampire, and was bitten by him. Morbius's scientifically-derived vampire powers combined with Blade's dhampir physiology to give him superhuman strength, speed, agility, endurance, reflexes, vision, and recuperative powers (A Daywalker). Since then, however, further revelations have revealed that Blade was always the Daywalker, but presumably concealed that fact for his own purposes. He is over 100 years old and possesses the bloodlust of a vampire, but does not require blood to survive. Blade severed his own hand to escape a dungeon, and so now employs a bionic hand provided by S.H.I.E.L.D., or occasionally a gun-hand that can mentally switch between standard, rubber, or wooden bullets.

Hannibal King was a private investigator who was turned into a vampire, but never consummated the curse. Because he never drank blood from another living victim, Dr. Strange was able to save King and restore him to a normal life when the Montesi Formula was released and destroyed all other vampires in existence on Earth. Once the power of the formula was reversed, however, King began to revert back into a vampiric state. He became trapped between man and revenant, possessing most of a vampire's strength and yet not all their weaknesses. King is virtually immortal, and unaffected by nearly all forms of physical injury. Mortal wounds quickly vanish as his flesh regenerates back to its normal state. Although he needs to avoid direct contact with sunlight, King does not need to sleep during the day like some vampires. He is also less affected by garlic or religious symbols than others. A stake through the heart does little more than paralyze Hannibal until it is removed, but decapitation will permanently end his un-life. He possesses superhuman strength, somewhere between 1,000 lbs and 5 tons, and increased speed, endurance, reflexes, and night vision. He can mentally control creatures of the night such as bats, wolves and rodents, and possesses shape-changing powers: Hannibal can turn into a wolf or bat, or into half-human variations that resemble a werewolf or man-bat. He can also convert into mist, making him physically untouchable, capable of flight and seeping through tight crevices. If his hands or another part of his body is lobbed off, Hannibal can also remotely turn those pieces into mist and cause them to return to his body mass from a distance. Although he is capable of sucking the blood from the living through his fangs, King feels only a psychological need for life-blood, and does not require it in order to survive.

Tuesday, December 29, 2020

ETERNITY


 

ETERNITY

Real Name: Unknown
First Appearance: Strange Tales (Vol. 1) #138, November 1965

Powers: Eternity is the sentient life force of the universe. As the supreme embodiment of time, he personifies the sum totality of all that exists along the temporal axis. He possesses within himself near-omnipotent cosmic powers to manipulate time, space, matter, energy, and magic.

As an abstract entity, Eternity can't even be seen or perceived: His most common form is actually an M-Body from the Dimension of Manifestations, living beings who are willingly "borrowed" to serve as an embodiment of the conceptual beings. This allows conceptual beings to confer with mortals or with each other on a shared plane of existence (The evil doppelgangers the Magus created during the Infinity War, such as the Spider-Man Doppelganger from Maximum Carnage, were also M-Bodies). On any occasion in which Eternity is seen in his humanoid form, it's actually an M-Body. "Harm" can be translated between M-Bodies and the true abstract being, but only through higher-dimensional forms of conflict or attack.

When merged with Infinity, Eternity possesses the combined power of the entire space/time continuum.

Monday, December 28, 2020

DORMAMMU


 

DORMAMMU

Real Name: Dormammu
First Appearance: Strange Tales (Vol. 1) #126, November 1964

Powers: The Dread Dormammu is a renegade member of the Faltine, a race of immensely powerful non-humanoid beings composed of pure magical flame and energy. The Faltine are said to be on par with the Vishanti or Galactus. Dormammu is a renegade because he (and his sister, Umar) chose to experiment with and become matter, shaping humanoid forms for themselves. Dormammu took a human shape and appearance centuries ago, and gained control over the Dark Dimension. He has risen to the level of a god by tying his magical strength and power to his worshippers and so, like the Vishanti, draws strength from whenever someone casts spells or evokes incantations in his name. Even Doctor Strange used to unwittingly cast in the name of Dormammu before first encountering the villain. As a being of pure energy sustained by worship, Dormammu can never truly be destroyed. He can eventually reconstruct himself so long as at least one entity in the multiverse worships in his name.

Umar is much like her brother, but she experimented too much with the sins of matter, and became trapped forever in flesh after becoming pregnant and giving birth to Clea. Because of this, she can no longer easily ascend to the same levels of energy and power that Dormammu can. By resuming his energy state, Dormammu has a vastly greater storehouse of self-generated mystical energy than Umar can ever produce trapped in her human form -- she must rely on naturally-occurring sources of magic in her environment, or the invocation of other powerful forces. However, it has been decreed that the Flames of Regency will surround the head of whomever rules the Dark Dimension. During the times when Dormammu has been deposed, Umar has claimed that power and, with the flames, is nearly the equal to her brother without them.

Dormammu can confer mystical power upon beings who call upon him through spells and invocations, but he never does so without requiring them to pay some kind of price that will increase Dormammu's own power. Nor does Dormammu confer part of his own personal power from another, undisclosed source. Dormammu can bestow enormous quantities of power upon another, as he has done with Baron Mordo on occasion. Even Doctor Strange, early in his career, invoked the power of Dormammu before he learned Dormammu's true nature.

Dormammu can manipulate his magical power to accomplish a vast number of feats: interdimensional teleportation, size transformations, time travel, elemental control, telepathy, matter transmutations, energy manifestations from extraordinary powerful bolts of magically-constructed beings, and many other. Furthermore, he is of sufficient might to be able to cancel out or tamper with the magic of others. For example, he once caused Thor to revert to his former mortal guise of Don Blake in spite of Odin's enchantment.

CLEA


 

CLEA

Real Name: Clea Strange
First Appearance: Strange Tales (Vol. 1) #126, November 1964

Powers: Clea is the daughter of Umar and a native man of the Dark Dimension, making her half-Faltinian by nature. She had only meager training in the magical arts before coming to Earth, and lost much of her power in our dimension, forcing her to restart her training as Dr. Strange's disciple. Over the years, however, she has become a powerful sorceress in her own right, and even assumed the Flames of Regency (a mystical symbol of power for the ruler of the Dark Dimension) from her mother for a time.

She has been Sorceress Supreme of the Dark Dimension. As such, she possesses vast magical powers. Her abilities seemed to be derived from three major sources: Her own personal power of the soul/mind/body; power gained by tapping the ambient magical energy of the universe she inhabits and employing it for special effects (such as illusion-casting and energy projection); and finally, powers gained through the tapping of mystical energy from other dimensions by invoking entities of objects of power existing in those dimensions. The latter means of power is usually gained by the recitation of spells, either ritualized ones found in various mystical text or original spells invoking extra-dimensional assistance.

She has exhibited such abilities as forming and throwing magical bolts of energy, conjuring objects and energies, teleporting, telekinesis, controlling others’ minds, and casting illusions. Presumably, she is capable of replicating any spell performed by her former mentor, Dr. Strange. As she is descended from the Faltine race of beings, it is suggested that she can generate her own mystical energy like Umar and Dormammu and draw upon it to fuel her magic. She also possesses greater strength and body density than that of a normal Earth human. Her age is indeterminate, having lived for centuries but having the form and demeanor of a twenty year-old woman, and the rate at which she ages is unknown.

DOCTOR STRANGE


 

DOCTOR STRANGE

Real Name: Stephen Vincent Strange
First Appearance: Strange Tales (Vol. 1) #110, July 1963

Powers: Dr. Stephen Strange was a brilliant, wealthy, and celebrated neurosurgeon whose career was cut short when a car accident resulted in nerve damage to his hands. Despondent and near-destitute after exhausting most of his wealth on faux-treatments, Strange traveled to the Himalayas to seek the counsel of the Ancient One, a Tibetan sorcerer. As a guest in the Ancient One's home, the jaded Strange proved himself worthy as the sorcerer saw his potential for great goodness and power, and adopted him as his disciple. When Strange's studies with the Ancient One ended, he returned to New York and became a leading occult authority.

Dr. Strange is a Master of the Mystic Arts and frequently holds the title of Sorcerer Supreme of our dimension. Typically speaking, his powers come from three distinct sources: His natural psychic potential, ambient magic in the environments, and extra-dimensional entities or power sources.

Strange can access a number of psychic abilities, which are the inherent potential found within all human minds. He is capable of thought-casting, reaching out mentally to touch the mind of another person over a vast distance, allowing them to communicate telepathically. He can also read the minds of other people to a certain degree. Unlike a mutant telepath, who tends to accidentally pick up on stray thoughts from others if they aren't careful, Strange's mind-reading ability requires considerable concentration on his part to perform at all, so much so that he typically relies on other means to reach what's inside someone's mind, like the truth-seeking rays of the Eye of Agamotto or compulsive mesmerism. Doctor Strange is very skilled at manipulating the minds of others with little more than a glance or a hypnotic gesture: He can modify or erase memories with ease, create illusions to disguise his attire or physical appearance, make himself or others invisible to the naked eye, or send people into a placid trance. While entranced, Strange can command people to voluntarily reveal information to him or carry out his bidding. Dr. Strange also possesses psychokinetic abilities, enabling him to levitate and manipulate matter through the power of his mind. Without accessing an outside source of power, Strange can typically lift no more than a few hundred pounds of weight, and mostly restricts himself to moving around small objects, or performing self-levitation in the lotus position. Finally, Strange can release his astral form, causing his spirit to leave his body and travel unfettered by mortal bonds. In this state he is invisible, inaudible and intangible, detectable only by those with mystical powers or sensibilities for the most part. He can consciously make himself visible to people if he chooses to, and project his voice telepathically in order to be heard. Strange can travel in this form at the speed of thought, and can access most of his own psychic abilities even while separated from his body. He can also possess the bodies of other people if necessary, providing they are not protected by some mystical power. Typically, Strange cannot remain free from his body for more than 24 hours without risking dissolution of his astral form, although there have been several instances when that limit has been surpassed.

Doctor Strange can manipulate the naturally occurring magical forces that permeate our environment, using a cross between spoken incantations and arcane hand movements to focus his spells. The powers he can summon in this manner vary considerably: He can fire bolts of bedevilment which stun opponents into submission or unconsciousness, cast protective energy shields to deflect various forms of attack, become intangible to move unopposed through solid objects, manipulate the various elemental forces such as fire, earth, wind and water (although he asserts this has always been a weak area in his expertise), summon images out of thin air to portray events from the past or the future, conjure objects out of thin air or alter the molecular composition of existing objects, and perform acts of teleportation. Dr. Strange is quite easily capable of moving from one dimensional plane to another, but teleporting within a given set of dimensional boundaries is more difficult, and overuse of such a spell can wear down existing dimensional walls to allow incursions from hostile realms. Travel through time is more difficult than any other form of transportation, but it is possible under certain circumstances. A simple casting can also be used to make him comfortable in the vacuum of space or the bottom of the ocean. The realms of magic can deal with highly specific forms of spells or incantations, requiring Strange to have a keen knowledge of who or what he's facing. For instance, Doctor Strange knows a spell of containment designed specifically for werewolves, creating a barrier that is virtually unbreakable to those creatures yet all-but irrelevant to other entities. And even that spell failed to contain Jack Russell, because he had developed into a different kind of werewolf. His ability to wield these forces also makes him instinctively sensitive to disturbances in the ether, or changes in magical energy around him. This gives him certain heightened senses, allowing him to detect the presence of dimensional travel, sense sudden or powerful sources of magic nearby, and attunes him to the various mystical barriers he has set up around his Sanctum Sanctorum, making him aware of anyone's approach. Strange can also send out seeker spells, "programmed" to locate specific people or objects and return to him once they have done so.

The third and final main source of Doctor Strange's powers is accessing extra-dimensional sources of power, or using items with their own inherent magical powers. A large part of this is merely casting a spell while invoking the name of a particularly powerful magical deity. Doing so lends a fraction of the deity's nigh-infinite mystical might to the spell's power, magnifying the inherent strength of the spell and preventing Strange from using up the finite resources such as his own personal power and the available ambient magicks. Such spells must be cast with the deity's nature in mind, however -- spells cast in the name of the pacifistic Seraphim should be defensive or protective in nature, whereas more aggressive spells would be made in the name of Cyttorak or Satannish. To invoke a deity's name for a spell they would not approve of could weaken the potency of the spell, cause it to backlash on Strange in some way or, in extreme cases, even lead to the deity itself appearing to chastise him. Doctor Strange knows of a number of different deities to invoke, many of whom possess their own unique talismans or spells that he can summon through invocation. Often these are spells virtually identical to conjurings Strange could make on his own, yet he employs these because they tend to be more powerful and do not tax his own reserves of power at all. The Winds of Watoomb can be summoned to create hurricane force gales to drive back attackers, or create wind funnels to carry him at high speeds to his location. The Illusions of Ikonn can perform simple tasks such as invisibility or disguise, or more elaborate illusions that alter the very appearance of reality. The Shields of the Seraphim are virtually impenetrable defensive barriers, and can be cast in front of Strange as two-dimensional disks or as bubbles shielding him or others from all sides. The Vapors of Valtoor are a thick, cloying mist with several uses such as concealing him from sight, congealing clouds into solid masses, eating through matter like acid, or casting off small lightning bolts to assault opponents. The Crimson Bands of Cyttorak are unbreakable coils of mystical energy which can entwine around a target and immobilize them in place. The power of Cyttorak can also be manifested as an all-encompassing crystal to contain opponents helplessly. The Roving Rings of Raggadorr can also surround and imprison opponents, or be used as projectile weapons to cut through steel. The Flames of the Faltine are a mystical and highly destructive form of fire from the same dimension as Dormammu. The Moons of Munnopor are luminescent orbs that can be summoned to illuminate his surroundings or burst like flash bulbs to blind and disorient his opponents. The Demons of Denak are an invisible force which can shatter obstacles with great strength. The Fangs of Farallah materialize as a massive mouth with pointed fangs. By biting or swallowing a victim, the fangs expose someone to wild psychedelic hallucinations and visions of other-dimensional realms that render them insensate and unable to defend themselves. More often than not, however, Strange simply conjures in the name of the all-mighty Vishanti, his patrons Agamotto, Oshtur and Hoggoth.

Doctor Strange uses certain talismans at all times, particularly his cloak of levitation and the Eye and Orb of Agamotto. The cloak responds to his mental commands, and can be summoned or manipulated from a distance. He can use it to entangle or distract opponents, but primarily he uses it for self-propelled flight. Flying through the cloak's power instead of his own allows Strange to focus his strength and concentration on other matters and spells. Indeed, the power of the cloak is so natural that Strange will remain floating in mid-air at times even after being knocked unconscious. The Eye of Agamotto is contained in a special Amulet worn around Doc's neck. With a thought, he can cause the amulet to open and reveal the Eye, and call the Eye up onto his forehead to wield it more freely. The Eye of Agamotto is the embodiment of light and truth, and can be used for various purposes. At its simplest, the Eye can be used merely for illumination, lighting up a room or the path before him. It can also illuminate things invisible to the naked eye, revealing things that were otherwise undetectable, or lighting up trails of radiation, psychic energy, or magical emanations that Strange can follow back to their source. Casting the Eye's light upon a specific person or object can reveal their true nature, banishing spells of illusion or transformation that disguise them. The Eye's light is pure goodness and truth, meaning the light alone is often enough to drive back evil men or demonic entities. The Eye of Agamotto can also be used to probe memories far more keenly than Strange's own psychic powers, revealing hidden or long-forgotten truths that a person may not even be consciously aware of. The Orb of Agamotto is a similar tool, a stationary conjurer's crystal in the Sanctum Sanctorum which Doctor Strange uses to locate distant people or objects, causing them to materialize within the Orb for observation. The Orb can also activate itself, warning Doctor Strange of dire threats that require his attention. Many other talismans he has possessed in the past include the Book of the Vishanti, the Wand of Watoomb, the Purple Gem, and the Darkhold.

Doctor Strange's powers have changed several times over the years. He originally possessed a different, less powerful amulet and cloak before the Ancient One allowed him to upgrade shortly into his adventures. Later, when Asmodeus of the Sons of Satannish banished Strange from Earth and stole his face and form, Doc found that he could not re-enter our dimension in his current state. He had to alter his appearance before returning to our dimensional plane, adopting a masked costume different from his previous attire. Shortly thereafter, Eternity gave Strange a gift for his services and subtly altered history so that Strange was now, and always had been, a man named "Stephen Sanders". This allowed him to operate publicly in his new masked attire as "Doctor Strange" without giving away his identity. Soon afterwards, however, Strange cast aside all the trappings of his mystical life, giving up his skill with magic indefinitely. He was soon forced to take up the mantle again, though, in order to stop Baron Mordo from taking his place. In so doing, his true name, face, and full mystical powers were returned to him. Sometime later, the Ancient One died and passed on the sum totality of his magical powers to Doctor Strange, increasing Strange's power and reserves of strength considerably. As part of his initiation as the new Sorcerer Supreme, Dr. Strange was granted immortality, in the sense that he would no longer age from that point on. In addition, his forehead would now glow with the symbol of the ankh whenever he was facing a dire peril.

Many years later, Doctor Strange reached a low point in his career. He was forced to destroy the Orb of Agamotto and all his other talismans in order to keep his rival Urthona from taking their power. This greatly reduced his ability to cast moderate level spells. His remaining powers were most quick and simple tricks, or mighty and powerful spells that required considerable incantation or preparation. What's worse, the destruction of those ancient talismans let loose hordes of other-dimensional entities which had been banished from our plane eons ago, yet now once again had egress into the Earthly dimension. This, combined with the departure of Clea and Strange being forced to face his own emotional shortcomings, left his confidence shaken and his abilities unreliable. Doctor Strange only made matters worse when a water elemental creature assaulted him using a human host body, and Strange deliberately committed murder to kill the host and end the elementals threat. This act of black magic tarnished his soul and made Strange's typical white magic resources less reliable to him. The situation worsened when he had to deal with an amulet known as the Wings of Needless Sorrow, which was drawing upon the emotional pain of a mother whose child was ill, and using it to guide an entire crowd of people into suicide by fire. Faced with only moments to act before the crowd killed themselves, Strange's solution was to take the Wings' power into himself, making him the host for the amulet's dark power and freeing the connection between it, the mother, and the innocents. This act, however, only further blackened Strange's soul, to the point where he could no longer even wield the Eye of Agamotto. Strange descended even further into darkness, accepting his new lot in life as a black magic sorcerer and training at the feet of Kaluu, the Ancient One's old nemesis, all for the sake of once again binding the evil forces he had let free. Traveling down this path cost Strange his left eye, caused him to mystically rape his old friend Victoria Bentley to steal her magical powers for himself, and ultimately merge himself with Arioth, one of the Lords of Chaos he was fighting, in order to destroy the ultimate evil, Shuma-Gorath. After the climactic battle, Strange's ego was virtually destroyed and his mind had to be rebuilt, a process which cleansed him of the taint upon his soul. He reclaimed the Eye of Agamotto, discarded the Wings of Needless Sorrow, and did what he could to restore Victoria's magic. Not long thereafter, Agamotto himself revealed that he had saved Strange's talismans from destruction at the last instant, restoring them to Strange along with a new left eye, taken from his former nemesis, the Silver Dagger.

The next change in Doctor Strange's powers came with the War of the Seven Spheres, an unfathomable conflict between the various mystical deities. The Vishanti and Strange's other patrons all attempted to "draft" him to their respective sides in the war, as compensation for the many years they had allowed him to tap into their power and invoke their names in his spells. In order to avoid the 5,000 years of servitude the war was expected to last, Doctor Strange recited the Emancipation Incantation, a spell which freed him of the responsibility and debts he had accumulated, but leaving him extraordinarily weakened. No longer worthy of the Sorcerer Supreme title, Strange now had only the extremely finite levels of mystical power in his own body and environment available to him, with no extra-dimensional sources of "fuel" to boost his abilities. In this weakened state, he was confronted by Salome, a former Sorceress Supreme who returned to Earth with her banished brethren of the Fallen during the Siege of Darkness to oppose the Midnight Sons. The witch used a form of magic known as Salome's Dance, negative emotional energy harnessed through arcane gestures and movements in order to manipulate elemental forces. In striking back at Stephen to reclaim her title, Salome blasted him with elemental flame that would have destroyed Doctor Strange. A moment before death, Doctor Strange constructed a temporal stasis spiral, casting himself and his talismans into a pocket of null-space, where he constructed his new Sanctum Sanctorum. The null-space protected him from the disintegrating effects of Salome's Dance, but if he ever left that pocket space he would be consumed and die within moments. His astral form could still wander Earth safely, though.

In order to reclaim his life and title, Doctor Strange conceived a radical plan to revenge himself against Salome. Using his own treasure trove of magical artifacts, and seeking out other sources of geo-magical power, Stephen Strange began constructing a magical device known as the Forge Canal, which would effectively "reboot" and recreate the elemental magic forces of Earth with him at its center, taking mastery of that power from Salome and giving it to Strange. Limited as he was, though, Stephen created a pair of ethereal doppelgangers, essentially pseudo-living spells or "magic robots", to operate on Earth as his proxies. The first, simply called "Strange", aided Stephen Strange in gathering up the geo-magical artifacts he needed for the Forge Canal, and served with the Midnight Sons in the Doctor's stead. The other, Vincent Stevens, was initially unaware of his unique physiology and origins, and simply followed his pre-programmed directives to create a material power base of wealth and resources for Stephen Strange to access when he returned, all the while believing this drive was his own. Unfortunately for Stephen Strange, his "Strangers" were far more chaotic and independent than he had ever considered. As he avoided the full destructive effects of Salome's Dance and entered null-space, a fraction of Salome's power "infected" Stephen, and through him the Strangers as well when they were created. This made Stephen more prone to emotional extremes himself, gave Strange a berserker fury that caused him to rage out of control at times, and made Vincent Stevens self-serving and almost amoral at times in the methods he used to acquire wealth and power. Still, each of the Strangers embodied personality traits derived from their creator, Stephen Strange, and had access to most of his memories.

Vincent Stevens was basically a normal human on the surface, although his aetheric construction made him virtually impervious to harm. While he still experienced pain, the spell that comprised his physical form would quickly regenerate and repair any injuries he suffered. Stevens could only die through magical disruption of his binding essence or the inherently finite duration of the spell that forged him. He did possess one superhuman ability, the power of hypnotic influence. With a subtle flare of power from his eye, Stevens could grab hold of and manipulate the minds of other people. This made him highly coercive, able to mentally push people into believing what he tells them or carrying out his wishes. He could also plant subliminal directives into people's minds, causing them to experience a series of visions representing their greatest fears, or see him as someone else entirely.

Strange was able to far more freely manipulate magical energies than his "other". He channeled raw elemental fury through the twin fire-gems embedded on the back of his hands. Much like Salome's Dance, these blasts of aetheric flame could liquefy, burn through, or utterly consume virtually anything. His chaotic nature combined with the earthbound magic, he was a conduit for Strange to agitate and disrupt the surrounding elemental forces, sometimes through concentration but often by his mere presence. Harsh, biting winds cut through the air in his wake, and ionization filled the atmosphere to induce furious storms and disrupt electronic systems much like an electromagnetic pulse does. He could direct wind, fire, and lightning to strike at his commands, vacuum the air out of someone's body to make them implode, and was even able to create elemental involution in order to dehydrate Atlanteans even while they were still underwater. Strange also demonstrated many other forms of spell-casting and magic manipulation, such as self-propelled flight, teleportation of himself or other people and objects over a distance, altering molecular integrity to pass through solid matter, amplifying the force of gravity to pin opponents to the ground, and even reanimating the dead to create a legion of skeletal warriors. Possessing no internal organs or skeletal structure, Strange was unaffected by physical harm. Although he could be temporarily disturbed by major disruptions of his physical form, even being decapitated or split in half did little to deter Strange. He could actually use the insides of his body as a storage space, tucking away the artifacts he was collecting for Doctor Strange within himself, and then reaching inside to remove them as necessary. When disrupting, Strange's body experienced a form of chaotic warping, a form of matter distortion which was contagious to the touch. Physical objects would break down into a highly agitated liquid state if they touching him while he was warping. The effect was extraordinarily painful for living beings, and would be permanent and therefore lethal if Strange remained in contact with them for too long. While warping, Strange could reconstitute himself by making contact with the earth, as his ties to elemental magic allowed him to draw strength from it.

Eventually, Doctor Strange finished the Forge Canal and finished creating his new form of earthbound magik: The Gaian Aura. Fashioning an aetheric sword and set of armor to protect himself from dissolution, Doctor Strange exited null-space to confront his Strangers and Salome. Stevens ultimately died, while Strange was reborn in the body of a denizen of the Dark Dimension. Doctor Strange was ultimately able to access the full power of the Forge Canal and the Gaian Aura by tricking Salome into absorbing back the Salome's Dance which had contaminated his mystical aura, leaving Strange free of her influence. Salome was routed, and Strange was once again Sorcerer Supreme and now a master of elemental magic. Capable of exerting all of his standard previous powers (astral projection, cloak of levitation, mesmerism, etc), Strange also now had a strong affinity for manipulating the forces of the natural world, such as summoning a massive frost wave along with arctic-chilled winds, summoning lightning strikes, or forming a concentrated stream of water out of thin air. He also began flexing the ability to fold time around himself in various ways. This allowed him to simulate teleportation, either transporting himself from one place to another within his line-of-sight instantly, or summoning items out of one person's hands and into his own. This power also extended somewhat to the new Gaian vestments he wore. Using his cloak and costume, Strange could wrap people up inside a null pocket of dimensional space, leaving them trapped until he chose to release them. He could also store items in the same manner, pulling them out of his pocket space with a flick of his fingers. These vestments were magically resistant to all manner of harm, and could even absorb a hail of bullets without injuring Doc at all. The pattern of tectonic spines on his bodysuit could also become animated and pull loose, shielding him over a greater area of space. This aetheric costume could also "morph" itself into different kinds of civilian clothes, while still maintaining its enchanted durability.

Eventually, Strange was finally drafted into the War of the Seven Spheres by the Vishanti, and fought at their side for untold amounts of time before being deposited back on Earth mere weeks after he left, with the Gaian Aura disrupted and his ability to use it exhausted. Instead, Strange devised a means of using the power of the syzygy (the miraculous alignment of all the planets and the sun into one straight path) to attune himself to a new source of magic: catastrophe magic. Strange now wielded the inherent power of change and probability, harnessing the potential magical energy produced in the world whenever random chance or coincidence affected something. This meant his power reserves were inherently finite, and it was possible for him to exhaust all available catastrophe magic, leaving him powerless until enough coincidences cropped up in daily life to refuel his batteries. Still, he was able to access the basic forms of magic he had wielded in the past, such as levitation, astral projection, teleportation, and so on, while also possessing an enhanced capacity for transmogrification -- he could cause a gun to dissolve into a swarm of flies, change clothes into restricting chains, or "disarm" someone by turning their limbs into ropes or butterflies. If he chose to, he could make such transmogrifications of someone's body both painless and temporary.

At some point behind the scenes, Doctor Strange renewed his relationship with the Vishanti and the other mystical deities, restoring his old status quo. This remained for many years until Strange corrupted his magic by channeling the power of Zom the Unconquerable during World War Hulk. Stephen was forced to step down from the role of Sorcerer Supreme and give up most of his power. The practical circumstances of Strange's depowering were never clearly laid out. He still held the accumulated knowledge of a master of the mystic arts, but while his mind had the knowledge of advanced spells and incantations, his body wielded magic at the level of a novice. This meant he required a great deal more care and focus in spell-casting than he was used to. Eventually, Strange was re-powered by Agamotto and the Vishanti, making him Sorcerer Supreme once more.

Dr. Strange holds a medical doctorate (M.D.) and is an expert physician and surgeon with vast knowledge of medicine. Though an expert neurosurgeon, the nerve damage to his hands prevents him from holding a scalpel steadily to perform delicate surgery, except when supplemented by his magics.

NIGHTMARE


 

NIGHTMARE

Real Name: Nightmare
First Appearance: Strange Tales (Vol. 1) #110, July 1963

Powers: Nightmare is a Fear Lord and lord of the Dream Dimension. He has no known origin, and may have emerged fully formed from or at the same time as the Dream Dimension itself. Nightmare's Dream Dimension borders the collective subconscious of the human race, allowing him to access the sleeping minds of humanity. He feeds off of emotion, particularly the fear and anxiety released by people during bad dreams, or nightmares. Nightmare is virtually omnipotent inside his own dimension: He commands all the demons and familiars inside that realm, can alter the environment and landscape of the Dream Dimension to suit his needs, and can draw power from the entire dimension through himself.

Nightmare can alter his appearance, assuming any form he wishes in the Dream Dimension, from colossal size and strength to posing as a specific person. Nightmare has access to the sum totality of human knowledge, drawing thoughts and ideas from the minds of any person whose sleeping mind touches the Dream Dimension. Only a select few like Dr. Strange can avoid entering Nightmare's grasp when sleeping, as Strange casts protective wards around his mind before sleep each night. By manipulating someone's dreams, Nightmare can guide their subconscious and plant ideas in their vulnerable and unsuspecting minds. These can act like post-hypnotic suggestions when the person awakens, influencing their behavior. Nightmare can leave his dimension entirely and travel to Earth or other realms. He retains some of his power, such as shape-shifting, but is largely vulnerable when separated from the Dream Dimension.