DC Mages

AMETHYST

Amy Winston

F- TY (6)
A- GD (10)
S- TY (6)
E- IN (40)
R- IN (40)
I- IN (40)
P- MN (75)
H- 62
K- 155
R- EX
P- 20

Powers: Cosmic Awareness IN
Flight IN
Magic Detection IN
True Sight MN
Free Spirit CL. 1000
Magic Power Simulation UN (100)

Equipment: Necklace
Dimension Travel AM

Limitation: only between the Earth dimension and Gemworld.

Talents: Occult, Melee Weapons.
Contacts: Gemworld, Lords of Order.

History: For centuries, the House of Amethyst ruled the other-dimensional Gemworld. Lord Amethyst, wearer of the purple gem was actually Pantagones, a Lord of Order. Pantagones, as Lord of Order was protector of Gemworld and battled the Lords of Chaos on many occasions. While in Lord Amethyst's body, he mated with Lady Amethyst, siring a daughter who they named Amethyst. Dark Opal, ruler of the House of Opal, fought Lord Amethyst as an agent of Vandaemeon, one of the Lords of Chaos. During the battle in which Vandaemeon was attempting to take control of Gemworld, Lord Amethyst and Pantagones were slain. Not long thereafter, Dark Opal slew Lady Amethyst, but was unable to find the royal daughter.

To protect the infant daughter of the slain lord and lady, their faithful sevant Citrina opened a rift in time and space and fled with the child to Earth, where she arranged for the little girl to be adopted by the Winston family. Amy Winston grew to the age of thirteen, unaware of her other-dimensional birthright. On the eve of her thirteenth birthday, she was brought back to Gemworld (where, because of the differences of the passage of time, she was twenty years old) to do battle with Dark Opal. Where Amethyst was given a fanciful, fairy-tale version of the events that lead to her parents death.

Taking her rightful place as heir to the House of Amethyst, Amy discovered that she possessed many magical powers. Using this power, she spearheaded a revolt against the despotic Dark Opal, ultimately bringing about his apparent death. Amethyst then spent the next few years adventuring between Earth and the Gemworld. During the so-called crisis of infinite earths, Amethyst was blinded and brought back to Gemworld by Doctor Fate, himself a Lord of Order. Fate told Amethyst that she was the first Lord of Order born in human form and that her duty was to free Gemworld from the control of Dark Opal and the Lords of Chaos.

THE HAND OF FATE

When thirteen year old Amy Winston steps through the doorway in her bedroom wall, she enters an enchanted dimension where she becomes Amethyst Princess of the Gemworld.

The Crisis on the Infinite Earths was a war of unparalleled death and destruction that violated all boundaries of time and space. Amethyst risked her life to save the universe (See Crisis on the Infinite Earths #11) but was left with severe injuries. From her battle with the Anti-Monitors minions, Amethyst was left blind and helpless, until Doctor Fate helped bring her home to Gemworld. Once in Gemworld, Doctor Fate explained the true origin of Amethyst. Her father was actually a Lord of Order that possessed Lord Amethyst through the purple jewel around his neck. The Lords of Order were godlike beings who carry on a never-ending struggle against their evil opposites, the Lords of Chaos.

However, the Lord of Order that was sent to Gemworld was emotionally weak because he fell in love with Amethyst's mother and used her fathers body to consummate the relationship. Doctor Fate explained to Amethyst that she was the first Lord of Order in human form and that they never fall in love or procreate yet her father did both. Amethyst had inherited his passion but none of her fathers weakness. As the new Lord of Order of Gemworld, it was Amethysts duty to rid the world of every last vestige of chaos. Amethyst cried outrage at Fate's words but Fate knew that only time would help heal her wounds. Eventually, Amethyst learned to use her powers to see again and continued her battle with chaos. During the battle for control of Gemworld with Flaw and The Child, Amethyst was absorbed into Gemworld itself and has not been seen in human form since. Her earthly existence has been erased from the memories of the Winstons and everyone who knew her there.


ARION

F- GD (10)
A- EX (20)
S- GD (10)
E- RM (30)
R- RM (30)
I- RM (30)
P- AM (50)
H- 70
K- 110
R- RM
P- 20

Powers: (P) Danger Sense IN
(P) Energy Sponge PR
(P) Detect Magic IN
(U) Illusion Casting RM
(D) Magic Power Simulation RM
(D) Magic Power Reserve RM

Limitation: power reserve can only be used to increase his Magic Power Simulation to a max of MN. The reserve starts at zero and increases as Arion uses his Energy Sponge until it reaches max capacity.

Talents: Leadership, Animal Handling, Occult.
Contacts: Atlantis.


DEADMAN

Boston Brand

F- EX (20)
A- RM (30)
S- GD (10)
E- IN (40)
R- EX (20)
I- RM (30)
P- RM (30)
H- 100
K- 80
R- varies
P- 0

Powers: Cosmic Awareness RM (30)
Dimension Travel RM (30)
Invisibility SH-X
Free Spirit CL. 1000
Bio-Physical Possession UN (100)

Limitations: Invisibility is always on.
Dimension Travel can only be used to transfer himself, not others.

Miscellaneous: Characters who can detect magic can automatically see Deadman, as can anyone who encounters him in the Afterworlds.

Deadman is a ghost, and cannot be harmed by physical means.

Talents: Acrobatics, Occult, Thief, Martial Arts D.
Contacts: Phantom Stranger, Rama Kushna.

Name: Boston Brand
Height: 6"0
Weight: 201 lbs
Eyes: Blue
Hair: Black
Family: Twin brother of Cleveland Brand (deceaed) and uncle to Lita Brand
Residence: Mobile
Occupation: Wandering Spirit and Former Circus Aerialist
Group Affiliation: Sentinels of Magic
First Appearance: Strange Adventures #205
Current Status: Deceased but active


DOCTOR OCCULT

Richard Occult/Rose Psychic

F- GD (10)
A- EX (20)
S- GD (10)
E- EX (20)
R- RM (30)
I- RM (30)
P- RM (30)
H- 60
K- 90
R- GD
P- 0

Powers: (D) Dimensional Aperture RM (30)
(U) Hypnotic Control MN (75)
(P) Free Spirit IN (40)
(P) Telekinesis TY (6)

Bonus: Doctor Occult's physical body accompanies him when using Free Spirit. He can use it on others, but must maintain physical contact.

Equipment: Symbol of the Seven
UN material strength
Emotion Control- Fear UN (100)
Exorcism UN (100)
Reflection RM (30)
Magic Shield EX (20)

Limitation: Fear only works against demons and similar creatures of evil.

Talents: Detective, Occult, Demonology, Cults.
Contacts: Mystical Community, The Seven.

Name: alias Richard Occult
Height: 6"1
Weight: 189 lbs
Eyes: Gray
Hair: Black
Family: unknown
Residence: Mobile
Occupation: Private Investigator
Group Affiliation: Agent of the Seven, All-Star Squadron,Conclave & the Sentinels of Magic
Current Status: Active
First Appearance: New Fun Comics #6

HISTORY: On the night of December 31st, 1899, the members of a satanic cult had gathered to sacrifice two infants to the dark one, Satan. However in a twist of fate, a dark entity known as Koth took the souls of the cult members instead while Zator, a member of the mystics known as the Seven rescued the two infants. Zator brought the two children to the Seven's hidden citadel. Sensing that the children had innate mystical abilities, the Seven decided to let Zator raise them as his pupils. Zator named the infant boy, Doc while the girl was named Rose. For years, both children learned master the mystic arts and upon reaching adulthood, they were given the names Doctor Occult and Rose Psychic. Doctor Occult was more adept at the mystic arts then Rose and was given the mystic symbol of the Seven.

Doctor Occult eventually travelled to New York sometime in the 1920's and took the name of "Richard Occult" as his alias while earning a doctorate. Occult then turned his attention to crime and became a private investigator but specialized in cases involving the paranormal and hired Rose Psychic as his silent partner and undercover investigator. During the end of 1936, Doctor Occult help aid the Seven in defeating Koth and during the battle, Occult wore the costume Seven gave him.


SARGON the Sorceror

John Sargent

F- GD (10)
A- EX (20)
S- GD (10)
E- EX (20)
R- EX (20)
I- RM (30)
P- RM (30)
H- 60
K- 80
R- EX
P- 0

Talents: Occult, Detective, Archaeology, Stage Magic.
Contacts: All-Star Squadron, Mystic Community.

Equipment: Ruby of Life
CL. 1000 material strength
Animate Objects IN (40)
Plant Control IN (40)
Ice Control IN (40)
Magical Power Simulation IN (40)

Limitation: Sargon must touch an object with the ruby in order to control it.

Name: John Sargent
Height: unknown
Weight: unknown
Eyes: unknown
Hair: unknown
Family: unknown
Residence: Mobile
Occupation: Crime Fighter
Group Affiliation: All-Star Squadron, Justice League of America
First Appearance: (Golden Age) All-American Comics #26
First Appearance: (Silver Age) Flash v1 #186
Current Status: Deceased (Swamp Thing #50)


SILVER SORCERESS

Laura Cynthia Neilsen

F- EX (20)
A- EX (20)
S- TY (6)
E- EX (20)
R- RM (30)
I- EX (20)
P- AM (50)
H- 66
K- 100
R- FB
P- 5

Powers: Dimensional Aperture IN (40)
Detect Magic IN (40)
Flight AM
Magical Power Simulation MN (75)

Talents: Occult.
Contacts: Blue Jay, JLI.


SPECTRE

Jim Corrigan

F- AM (50)
A- AM (50)
S- UN (100)
E- SH-Z (500)
R- IN (40)
I- UN (100)
P- UN (100)
H- 700
K- 240
R- N/A
P- 0

Powers: Animate Objects UN (100)
Emotion Control- Fear UN (100)
Cosmic Awareness AM (50)
Dimension Travel MN (75)
Detect Magic AM (50)
Mental Probe CL. 1000
Free Spirit CL. 1000
(U) Shadowcasting SH-Y (200)
(U) Illusion Casting UN (100)
(P) Invisibility SH-X (150)
(P) Phasing MN (75)
(P) Growth UN (100)
(D) Magical Power Simulation AM (50)

Bonus: Dimension Travel can be used to pull people into the Spectre (see Special below).

Limitations: Dimension Travel can only be used for travel to the Realm of the Just Dead and the Afterworlds, and Spectre must have access to a fresh corpse to use the power.

Mental Probe only allows the Spectre to divine the target's intentions and whether the target is good or evil, unless he actually enters the target's mind (see Plumbing the Depths of Evil below).

Special: Inside the Spectre
The Spectre can pull people into his very being, where the laws of reality are subject to his will. This is a banishment funtion of his Dimension Travel power, and must make a feat roll vs. the target's Psyche. Within this "realm" the Spectre is supreme. To simulate this he has SH-X Magical Power Simulation while in his "being."

While engaged with victims inside his being, Spectre can take no other actions and remains invisible and intangible in the "real world." Victims are trapped until he decides to let them out.

Plumbing the Depths of Evil
The Spectre may decide to enter the target's mind for more information. He must make a Mental Probe power feat roll vs. the victim's Psyche. He is particularly vulnerable there though. The victim is considered to have Magical Power Simulation equal to their Psyche rank, as their own memories are the Spectre's surroundings and is their home turf. Spectre retains all his powers and attributes, but all actions are considered strenous and are made at -3CS.

Talents: Occult.
Contacts: Earth's Mystical Community, Phantom Stranger.

Jim Corrigan
F- GD (10)
A- GD (10)
S- TY (6)
E- GD (10)
R- EX (20)
I- RM (30)
P- RM (30)
H- 36
K- 80
R- GD
P- 10
H- 36
K- 80
R- GD
P- 10

Talents: Detective, Thief, Occult, Vehicles, Guns.
Contacts: Madame Xanadu, New York City Police Dept.

History: Jim Corrigan was not the first being to be the Spectre. (See Spectre #0, vol III) Originally the Wrath of God was the being that destroyed Sodom and Gomorrah, the one that humbled the Pharaoh and killed the first born of Egypt. This Wrath of God was the horn blast that brought down the walls of Jericho and stopped the sun in its tracks for the battle. For centuries the Wrath of God punished and humbled mankind, until the son of God was born. At that instant, the Wrath of God was cast into limbo, for vengeance and forgiveness cannot walk the same earth together. When the son of god died on the cross, the Wrath of God exploded from limbo and sought vengeance on mankind. The Godhead had declared that since the son of God had walked the Earth, beings such as the Spectre must be bound to a human soul. The first Spectre to walk the Earth and perform its duties was Charaka. For Chakara's family was slain by Lady Beltane and Chakara had cried for justice! Kali appeared and joined with Chakara to become what we know as the Spectre. His soul mixed with the essence of the divine wrath. and became a killing ghost that seeked justice and enlightenment. For years, Chakara fullfilled his mission on Earth until others took his place.

Although the Spectre was dormant for centuries, he would soon emerge in the world of mystery men, the 1940's. (See Spectre Annual #1, vol III; Secret Origins #5, vol I; Secret Origins #15, vol II) Police detective Jim Corrigan and his fiancee socialite Clarice Winston were captured by the criminal "Gat" Benson and two of his men. Corrigan was placed in a barrel that was filled with cement, and then dumped off a wharf into a river. Corrigan died and his spirit, now in a void, began travelling toward a streaming light ahead of him, but was somehow prevented from reaching its source. A Voice told that his mission on Earth was unfinished and that he was to return there to fight evil with the supernatural powers he now possessed. Back on Earth Corrigan's spirt confronted Benson, took his vengeance on him. However Clarice Winston was shot at the last moment but with his newly found power, Jim Corrigan gave part of his essence to save the woman he loved. Later, the Spectre killed the criminal named Rhami, who had hired Benson to murder Corrigan.

Corrigan worked on the police force while battling both ordinary criminals and supernatural menaces as the Spectre. (Eventually, the Voice allowed the Spectre to inhabit Corrigan's resurrected body, which Corrigan's spirt would leave to go into action as the Spectre.) In recent times, certain points of the Spectre's origin has been rewritten. With Jim Corrigan's new mission as an agent of God, he confronted the criminals as Jim Corrigan and not as the Spectre in his early days. It was not until his partner in the police force, J. Percival Poplaski (Percival Popp) who knew of Jim Corrigan's supernatural abilities created a costume for him. Jim Corrigan could now become one of the mystery men of the 1940's and he was now truly the Spectre. The following year, the Spectre helped other mystery men stop Hitler's attack on England and the United States and with Fate vouching for him, helped found the legendary Justice Society of America. (See Secret Origins #31, vol II; All-Star Comics #3) The Spectre was a founding member of the Justice Society of America and a member of the wartime All-Star Squadron.

When the evil astral being Azmodus came to Earth and inhabited a human body, both Azmodus and the Spectre became trapped in their host bodies. Decades later, the Spectre was finally able to leave Corrigan's body when Azmodus' human host died, and the Spectre defeated Asmodus.

The Spectre's career has been checkered, mostly owing to the size of the mission he was given. Despite unimaginable power, the Spectre was unable to make a difference during the Crisis on the Infinite Earths & Zero Hour. During Zero Hour, Parallax attained enough power to battle the Spectre. The Spectre failed yet again to make any difference during the Final Night as it may have been God's will to allow the sun to be extinguished. However, the Spectre merged with Gaea to protect and heal the Earth while the sun was extinguished. The Voice reduced the Spectre's powers after the Crisis on Infinite Earth and gave him a new mission on Earth: the Spectre was now to attempt people from killing others and to avenge the spirits of the unjustly slain by punishing their murderers in manners befitting the nature of the crime. As Corrigan, he is now a private investigator in New York City. His office was in the same building as Madame Xandu's parlor. The mysterious lady is linked to the Spectre's destiny. Also added to Corrigan's life was Kim Liang, an assist charged by Madame Xanadu to keep watch over Corrigan's body while the Spectre was on a mission. This was over seven years ago.

In recent times, the Spectre has formed strong bonds with Father Craemer and often councils Jim Corrigan on the problems he faces as the Spectre. On some occasions, Corrigan takes his advice too literally, such as when Father Craemer wished that no one would be murdered on Christmas Eve. And New York was made safe for one night.

During the recent Genesis crossover, the Spectre found the gates of Heaven ajar while Heaven itself was empty. In an effort to find God, the Spectre encountered his version of God. After a short battle with "God", the Spectre returned to Earth, realizing that this being was created by Corrigan himself and the path that he chose. Corrigan was battling his own consciousness while questioning his mission. Father Craemer helped recover the remains of Jim Corrigan and organized a funeral for him to finally put his soul to rest. Those attended included the remaining members of the JSA, Superman & Swamp Thing to name a few. Once his funeral was complete, Jim Corrigan was split from the Spectre entity and was allowed into heaven.

Just Recently the Earth was threatened from an invasion from the 5th dimension and the JLA member Zauriel and JSA member Sentinel seeked out the Spectre for assistance. Beings from the 5th dimension had tied the Wrath of God to an alien planet in another dimension. (See JLA #30 Volume III) However, by freeing the Spectre, the Spectre would destroy every living creature on the planet so he used his powers to accelerate time on the planet. Thus causing the planets inhabitants to live their lives in seconds and when the last of their race died, Zauriel and Sentinel freed the Spectre. However by the time they returned to Earth, the Crisis was over and the Spectre continued to search for a suitable new host.


PHANTOM STRANGER

"The Gray Walker"

F- TY (6)
A- RM (30)
S- TY (6)
E- SH-X (150)
R- UN (100)
I- UN (100)
P- SH-Z (500)
H- 192
K- 700
R- N/A
P- 0

Powers: Cosmic Awareness SH-Z
Magical Power Simulation CL. 1000

Talents: Occult, Leadership.
Contacts: Earth's Mystical Community, Lords of Order, JLA.

I direct you to this impressive website for as much info as you could ask for on The Phantom Stranger


DEMON

Etrigan/Jason Blood

F- RM (30)
A- IN (40)
S- IN (40)
E- AM (50)
R- IN (40)
I- IN (40)
P- AM (50)
H- 160
K- 130
R- N/A
P- MN

Powers: Cosmic Awareness AM
Claws AM (50)
Hyper-Leaping AM
Regeneration IN
U- Eldritch Blast MN (75)
U- Fire Generation AM (50)
U- Mental Probe UN (100)
D- Precognition UN (100)
D- Magic Power Simulation MN (75)

Limitation: Mental Probe may only be used to learn what the target has experienced in the past, not what he is thinking.

Etrigan always speaks in rhyming verses.

Equipment: "Living Armor" MN
Before particularly important combats, Etrigan impales a number of living scorpions on the sharp spikes that protrude from his bony skin, giving him a form of living armor. The armor lasts for 10 rounds before sloughing off and becoming useless. Etrigan rarely uses this ability.

Talents: Occult, Demonologist.
Contacts: Hell.

History: The night that the legendary Camelot fell, a desperate Merlin conjured up a demon from hell to fight the armies and supernatural forces of Morgaine Le Fey. The demon, named Etrigan wreaked havoc among the forces of Morgaine Le Fey. Despite the upper hand Merlin received during the last hours of the battle, he knew that Camelot was doomed and placed a spell upon Etrigan that caused him to transform into a human as he walked away from the ruins of Camelot. It is believed that Etrigan was transformed into one of King Arthurs knights. In human form, Etrigan lived the following centuries, presumably unaware of his demonic nature. In centuries to come, Etrigan took the name Jason Blood and eventually made his way to Gotham City where a spell was cast upon Blood, that allowed him to transform once again into the Demon.

The discovery of his alter ego has often led Blood to transform into the Demon to battle his old foe, Morgaine Le Fay and other mystical menaces. After Morgain Le Fay discovered who the demon was, she sought revenge on him but failed time and time again. But she set a plan in motion and accidently stumbled upon a weak and aged merlin, making the old wizard her slave. Jason Blood was tricked into thinking that this was the same Merlin, he served loyally those many centuries ago. For years, Merlin secretly worked on Jason Blood and tricked him into drinking a special potion. Blood believed that this potion would free his mind of all his muddled memories but actually created artificial memories that would one day make the demon serve Morgaine Le Fay. (Wonder Woman #132 Volume II) The downside of Morgaine Le Fay's plan was that this caused the demon to talk in rhyme. Blood, unaware of Morgain Le Fay's plan, continued on with his life and still feared and loathed the Demon, even trying to destroy it once. Eventually, Blood tried to merge his two personalities together but as a result, it caused his human side to become colder and less humane while the demon became more ruthless and even took on some of Blood's intellect. It is believed that this merging had had an humanizing influence on the Demon, which is the reason why the Demon helps protect humanity against mystical forces.

In a moment of frustration and anger, Blood stole the heart of the Demon and Etrigan lost a part of himself and refused to speak in rhymes again until he had the "heart" for it. With the heart in Blood's possession, the demon was cursed into his service. Eventually, the Demon recovered the heart with help from Tommy Monaghan, a hitman who needed the Demon's protection from the Arkannone, the Lords of Gunfire and the rogue demon Mawzir. The Demon almost turned on Monaghan, if not for the "Ace of Winchesters", a sacred rifle that could slay any demon. Monaghan defeated the Mawzir with help from Etrigan and the "Ace of Winchesters" where the two went their seperate ways.

Just recently, Jason Blood was tricked into severing his link with the Demon by a corrupted Merlin, who was still under the control of Morgain Le Fay. Blood was left a lifeless husk while the Demon was missing Blood's humanizing influence on him. Morgaine Le Fay was using the body of Helena Sandsmark as a host, so her daughter Cassandra (Wonder Girl II), Artemis (former Wonder Woman) and Michael Schorr (Gateway City Police Officer) travelled to London to help free Sandsmark. After being captured by Morgaine Le Fay, they were soon released by another Merlin from a different moment in time who helped defeat Morgaine Le Fay and free Helena Sandsmark. Morgaine Le Fay's entity, the corrupted Merlin and the Demon fled to hell. With help from the Cassandra, Artemis and Schorr, the good Merlin travelled into to hell to finally free the Demon.


ZATANNA

Zatanna Zatara

F- TY (6)
A- EX (20)
S- TY (6)
E- EX (20)
R- RM (30)
I- EX (20)
P- AM (50)
H- 52
K- 100
R- GD
P- RM

Spells: U- Fire Generation IN (40)
U- Air Control IN (40)
U- Earth Control IN (40)
U- Liquid Control IN (40)
U- Ice Control IN (40)
U- Fire Control IN (40)
U- Weather Control IN (40)
U- Plant Control IN (40)
D- Magical Power Simulation UN (100)

Limitation: Zatanna must speak all her spells outloud and backwards.

Talents: Occult, Chronicler of Magic.
Contacts: John Constantine, JLA.

History: Zatanna is the daughter of John Zatara, a crime fighting magician and Sindella, a sub species of humans called the homo magi who have innate magic abilities. Six months after the birth of Zatanna, Sindella apparently died but actually returned to her people in northern Turkey, where their hidden city lies. Zatanna inherited her mothers natural magic abilities and her father's flare for magic. An evil elemental named Allura placed a curse on Zatanna when she was only eighteen, this curse would kill both Zatanna and her father if they ever saw each other again. A distraught Zatara, unable to break the curse was forced to leave Earth to venture into other dimensions.

Zatanna took over her father's profession by becoming a stage magician and undertook a search for her father. Zatanna was assisted by various super-heroes and eventually found the dimension where her father was living, the mystic dimension of Kharma. (See Hawkman #4, vol I; Atom #19, vol I; Green Lantern #42, vol I) The mystic dimension of Kharma was also the home of Allura's heroic counterpart, who forced Allura to remove the curse that was placed on Zatanna and Zatara. After having the curse removed, Zatanna and her father returned to Earth where Zatanna became a crime-fighter and eventually joined the Justice League of America.

Elsewhere in the world, in the hidden city of the Homo Magi, the Hidden ones started to drain Sindella's medulla jewel that was magically linked to her brain. The jewel was a source of energy that the Hidden Ones were feeding on. Sindella feared that the Hidden Ones would start feeding on Zatanna, so she established a psychic link with her daughter and warned her of the potential danger. This psychic link caused a transformation of Zatanna's costume to become a replica of Sindella's. Zatanna and her father then embarked on a search for Sindella and soon discovered the city of the Homo Magi. Zatanna finally met her mother but in a tragic twist of fate, Sindella sacrificed herself to prevent the Hidden Ones from capturing Zatanna and killing Zatara.

Zatanna, still a member of the Justice League continued to participate in many cases while her father finally retired. Zatanna also became romantically involved with fellow Justice League member, the Flash which shortly resulted in the end of their friendship. Years later, after Zatanna retired from the Justice League, Zatanna and Zatara were summoned to a conclave of magicians. They were attempting to prevent a primordial Shadow Creature from waging war on Heaven. The circle of magicians were summoning huge amounts of power but in a moment of weakness for Zatanna, Zatara sacrificed himself to save his daughter. Eventually the Swamp Thing ended the stale mate and the war was averted. (See Swamp Thing #50)

When Zatara died, the sorcerer Wotan who was banished from Earth intercepted his soul in a plan of returning to Earth by stealing the body of Zatanna. However, Wotan was intercepted by the Spectre who made a bargain with Wotan. Wotan was allowed to return to Earth while Zatanna regained her body and Zatara's soul was finally freed. Since Zatanna's semi-retirement, she has been fairly active, once being summoned by the Phantom Stranger and other magicians to help fight a dangerously unstable Spectre who was possessed by Azmodus. (See Spectre #16 - 18, vol III) Zatanna was also asked to help rebuild Metropolis after a devastating clone war caused by Lex Luthor. Pushing her powers to the limit, Zatanna used the memories of the people of Metropolis to help rebuild the city to its former glory. Recently, Zatanna helped Fate defeat a group of magicians called the Firebringers who were after the secret of creating gold. (See Fate #10) Zatanna is currently in semi-retirement and is focusing her efforts as a popular stage magician.


The DC Magic Resource Page supplied the background information for these characters, and you can gain a wealth of knowledge about magic in the DC universe by going there.
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