Realms of Magic

Realms of Magic
Publisher(s) TSR
System(s) Marvel Super Heroes

Realms of Magic is a role-playing game supplement published by TSR in 1986 for the Marvel Super Heroes role-playing game.

Contents

Realms of Magic is a supplement describing a magic system for the Basic game rules, with numerous demons, dimensions, magic items and spells, and 16 magical heroes and villains.[1]

Realms of Magic includes two GM screens, one doubling as the cover, the other double-sided and including another copy of the Universal Table, three books totaling 96 pages, and Marvel artwork throughout.[2] Book 1 shows what spells are available, how to cast them and what the effects are. It also contains a new character generation system for magician characters. Book 2 is background information and details the various magical realms found in Marvel Comics, various of the more powerful magical entities, and information on things such as cults and magic items. Book 3 covers specific characters such as Dr. Strange and Baron Mordo plus different types of magical creatures. Some characters, such as Doctor Doom and Magik, have been reworked under the new rules.[2]

Publication history

MHAC9 Realms of Magic was written by Kim Eastland, with a cover by Marshall Rogers and Terry Austin, and was published by TSR, Inc., in 1986 as two 40-page books, a 16-page book, and two outer folders.[1]

Reception

Pete Tamlyn reviewed Realms of Magic for White Dwarf #80.[2] He declared: "For those of us, like myself [...] who are great fans of Dr. Strange it is most welcome."[2] He added, "In the original game, magic was glossed over, but then so was everything else bar combat [...] I quite liked the simplicity of the original. But those who need full rules, or in the case of MSH full background, Realms of Magic is very good".[2] His main complaint was one of style: "After the refreshingly simple and elegant game systems in MSH, Realms marks a return to the bad old AD&D style of masses of tables and long lists of specific spells. Also TSR are the unfortunate victims of the state of utter chaos that the Marvel magical universe has got into. It Realms seems confusing to you, don't blame Kim Eastland, blame twenty years of comic writers each going their own way. Having said that, if you are a comic fan and want to try to make sense of Marvel magic there is no better reference work than Realms."[2]

Reviews

References

  1. 1 2 Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 54. ISBN 0-87975-653-5.
  2. 1 2 3 4 5 6 Tamlyn, Pete (August 1986). "Open Box". White Dwarf (Games Workshop) (80): 4.
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