Harry Potter and the Gemini Curse @ghostandmiracle42
Glossary and Appendices

Glossary and Appendices:


Glossary: Definitions

Reality: One's reality is the totality of their universe, observable and unobservable. To change reality is to change one's perception of their environment.

Dimensions: A dimension is a layer in the fabric of existence. The more dimensions 'folded' together, the more complex reality becomes. For example, our observable universe comprises 3 dimensions of space and 1 of time. Dimensional barriers can be folded in such as a way so as to separate previously contiguous space or to allow transport between dimensions. Pocket Dimensions are created in this way both naturally and artificially.

Universe/Continuity: A Universe/continuity is a single reality, such as Earth-616, the mainstream Marvel Universe/Continuity. The concept of a continuity is not the same as "dimension" or "galaxy"; for example, characters like Mephisto and Dormammu hail from alternate dimensions and the Celestials from another galaxy, but they all nevertheless belong to Universe-616. A parallel universe is another universe/continuity where people and events are similar but slightly different to the original. Parallel Universes are created at moments of choice. The Many Worlds Theory specifies that whatever decision you make, the opposite choice plays out in an unidentified parallel universe.

Multiverse: A Multiverse is a collection of alternate universes with a similar nature and a universal hierarchy. Harry Potter and Gemini Curse takes place in a 'local' multiverse called the Orrery of Worlds.

Omniverse: The Omniverse is the collection of every single universe, multiverse, dimension (alternate or pocket) and realm. Everything is in the Omniverse, and there is only one Omniverse. It includes every single literary, television show, movie, urban legend, universe, realm, etc. ever. It includes everyone from Popeye to Rocky Balboa to Ronald Reagan to Romeo and Juliet to Luke Skywalker to Snoopy to Jay and Silent Bob, etc. This includes universes outside of American and European western comics and literature, such as Dragon Ball, Naruto, Bleach, One Piece, Ghost in the Shell and etc. The Omniverse is EVERY reality, published and unpublished, by all companies and people: past, present, future and alien. Simply put, the Omniverse is every version of reality and existence imaginable.

Ascension: Ascension is a process that allows beings to be able to separate from their physical bodies and to live eternally as pure energy in a superior plane with a greater amount of knowledge and power. It can be a mental, spiritual or evolutionary process—a direct result of obtaining a certain level of wisdom and knowledge as a civilization. In layman's terms, it is the process of "shedding one's mortal coil."


Glossary: The Zodiac Runes

The Zodiac Runes: The twelve Zodiac Runes are a series of the most powerful Ancient Runes ever invented by Wizard-kind. Each has a different function, but they can be used in unison for various purposes. When all twelve are used together, they allow for the manipulation of alternate dimensions.

The Aquarius Rune: The Cloaking Rune. Bestows the power to 'cloak' a person or object; carrying something bearing the rune, or bearing it oneself, will 'hide' them or it from any means of tracking or identity recognition. However, you are still visible to the naked eye, and as such can interact with the world around you easily.

The Pisces Rune: The Knowledge Rune. Use of this rune increases the bearer's ability to retain and process information, bestowing upon them the magical equivalent of an eidetic memory. The subject will remember with perfect accuracy everything learned whilst the rune is active. Hermione had this rune drawn on her forearm.

The Aries Rune: The Strength Rune. Use bestows ten times the strength of a normal human. Users can lift cars, trucks, buses, and large boulders with ease, while also increasing resistance to external damage and pain. Users are still susceptible to disease and magical attack. Jessica Jones has this rune branded into her.

The Taurus Rune: The Speed Rune. Grants increased speed, reflexes and stamina to the bearer, allowing users to move faster, avoid damage and last longer in fights or other activities of physical exertion. Jessica Jones has this rune branded into her.

The Gemini Rune: The Bonding Rune. The Gemini Rune's function is to bind two objects together on a subatomic/magical level. Harry and Ginny are connected by this rune.

The Cancer Rune: The Amplification Rune. This rune amplifies a chosen spell or runic power beyond ordinary limits. It only works once before wearing off.

The Leo Rune: The Physic Rune. This rune grants the power to manipulate psionic energy to create constructs or manipulate one's environment telekinetically.

The Virgo Rune: The Illusion Rune. This rune manipulates the appearance of objects or people to reflect the desired image of the drawer.

The Libra Rune: The Balance Rune. The Libra Rune allows the safe sharing of energy between two points in space and time without inciting the law of Entropy. Will and Clarissa use this Rune to share the power of the Dragon Force between the two of them.

The Scorpius Rune: The Awareness Rune. This rune enhances the senses and reflexes of the user. It does not enhance a person's skill with those senses however, and is at risk to overloading.

The Sagittarius Rune: The Intangibility Rune. The Sagittarius Rune 'phases' an object or person into another dimension just out of sync with the real world, but not close enough to affect it. Ginny is under the influence of an imperfect version of this Rune.

The Capricornus Rune: The Healing Rune. This rune can heal almost any injury. However, it only works on recently and magically inflicted wounds.


Glossary: The Enigma Forces:

An Enigma Force is a reservoir of cosmic energy. Not all Enigma Forces function on the same rules. Some have sentience, others do not.

The Aether Force: The manifestation of cosmic good. Generated by the existence of Ascended beings. It exists as an energy reservoir that separates Heaven from the Circle of the Gods. It fuels the powers of angelic beings. It can be tapped with the permission of Ascended Deities like God or the Vishanti. This force is, while designed by us, was inspired by several similar enlightened powers from throughout religion.

The Nether Force: The manifestation of cosmic evil. Generated by the existence of Descended beings. Exists as an energy reservoir that separates the True Multiverse from the Dark Multiverse, keeping the Great Destroyer trapped within. It fuels the powers of demonic beings. Access is achieved through Dark Magic artefacts. This force, while designed by us, was inspired by several similar malignant powers from throughout religion.

The Dark Force: The manifestation of cosmic destruction. Generated by the deaths of Universes. Initially created as an energy reservoir to power the World Forge, now it fuels the powers of the Great Destroyer, and can only be accessed by surrendering one's soul to it. This force is not from any specific fandom. Rather it is an amalgam of various similar evil forces from fiction. The closest description would be the 'True Power' from Robert Jordan's the Wheel of Time.

The Speed Force: (Also called 'Hyperspace', 'the Time Vortex', 'The Superflow', and other names.) The manifestation of cosmic motion. The Speed Force maintains the barrier between the three dimensions of space and the fourth of time. Without it, the fourth dimension would collapse into the other three, and all of time would start happening at once. It exists as an energy reservoir that separates the Multiverse from the Circle of the Gods. It generates its power from kinetic motion. People imbued with its powers are known as 'Flashes'. This Force is derived from DC Comics.

The Conflict Force (aka the Sage Force): The manifestation of cosmic conflict. The force that powers the Story Machine. It is generated by any and all forms of conflict in the Multiverse. It manifests as the 'pattern' of reality. Its resevoir is protected and hidden by the Travellers. Users have advanced telepathic and telekinetic powers. This Force was designed by us.

The Dragon Force: The manifestation of cosmic balance. It is responsible for keeping Universes from colliding with one another. It can be tapped by 'avatars' imbued with its power through the use of 'shards'. Shards are often drawn to points of imbalance between 'good' or 'evil', offering a powerful advantage to the weaker side. Some shards hold more power than others, allowing them to actually speak to their bearers, though this is uncommon, while others hold far less power, and many avatars never even know that they are avatars at all. The shards will often 'leave' through one means, or another once equilibrium has been achieved. This Force was designed by us.

The Phoenix Force: The manifestation of cosmic rebirth. This force determines the death and resurrection of the universe, and each world has its own Phoenix Force. Its power comes from its cycle of rebirth, drawing strength from creation and using it for destruction. It bonds to unsuspecting individuals in attempts to find those capable of harnessing its true power. This Force is derived from MARVEL Comics.

The Source: The True Source is the source of all creation, the first firmament. Everything that ever has been or ever will be in the Omniverse came from the Source and will eventually return to it. It is the origin point for all forms of magic in all Multiverses. This construct is not derived from any specific fandom, rather an amalgam of similar concepts – like the Force from Star Wars or the One Power from the Wheel of Time.


Appendices: Wizarding Nations Post the Collapse

Nations recognised by the ICW (Bold – ICW Veto Powers), (Italics – No recognised government):

The Middle East and North Africa:

· The Magical Caliphate of the Middle East and North Africa

· The Israeli Ministry of Magic

· The Turkish Ministry of Magic

· The Carthusian Empire

· The Magical Kingdom of Persia

· The Magical Nation of Kurdistan

· The Department of Magical Affairs for the United Arab Emirates

· The Georgian Ministry of Magic

Asia:

· The Federated Kingdoms of the Druids and Mer (Australia/New Zealand/Melanesia/Micronesia/Polynesia)

· Peoples Republic of China – Department of Magical Affairs

· The Tibetan Kingdom of Magic – No-recognised Government

· The Japanese Ministry of Magic

· The Magical Republic of Mongolia

· The Korean Department of Magical Affairs

· The Magical Republic of Kazakhstan

· The Magical Kingdom of the Maya (India)

· The Magical Kingdom of Indonesia

· The Philippine Ministry of Magic

· The Malay Ministry of Magic

· The Thai Ministry of Magic

· The Magical Nation of Sri Lanka

The Americas:

· The United States of America Department of Magical Affairs

· Magical Québécois (Quebec)

· The Canadian Ministry of Magic

· The Mexican Department of Magic

· The Brazilian Ministry of Magic

· The Imperial Domain of Layqasuyu

· The Magical Nation of Argentina

· Jamaican Ministry of Magic

· The Cuban Magical Ministry

Western Europe:

· The Magical Kingdom of Scandinavia

· The Ministry of Magic for the United Kingdom of Great Britain (Veto right suspended)

· The Irish Ministry of Magic

· The French Ministry of Magic

· The Dutch Ministry of Magic

· The Magical Nation of Wallonia

· The Magical Nation of Flanders

· The Magical Nation of Catalonia

· The Magical Nation of the Basque

· The Magical Nation of Andalusia

· The Magical Nation of Castile

· The Magical Nation of Galicia

· The Portuguese Ministry of Magic

· The Italian Ministry of Magic

· The Swiss Department of Magical Affairs

· Germany – No recognised Magical Government

Eastern Europe:

· The Russian Department of Magical Oversight

· The Polish Ministry of Magic

· The Austrian Ministry of Magic

· The Czech Ministry of Magic

· The Slovak Ministry of Magic

· The Slovenian Ministry of Magic

· The Sokovian Ministry of Magic

· The Latverian Department of Magical Oversight

· The Serbian Ministry of Magic

· The Bulgarian Ministry of Magic

· The Magical Nation of Transylvania

· The Moldovan Ministry of Magic

· The Ukrainian Ministry of Magic

· The Magical Kingdom of Lithuania

· The Latvian Ministry of Magic

· The Estonian Ministry of Magic

· The Finish Ministry of Magic

· The Greek Ministry of Magic

Africa:

· The Wakandan Department of Magical Affairs – Including the Wakandan Administrative Area

· The Lesotho Department of Magical Affairs – Including the Lesotho Administrative Area

· The Kenyan Ministry of Magic

· The Ugandan Ministry of Magic

· The Ethiopian Department of Magical Affairs

· The Nigerian Department of Magical Affairs

· The Central African Republic – Department of Magic

· The Department of Magical Affairs for Cameroon

· The Department of Magical Affairs for Gabon

· The Department of Magical Affairs for Congo

· The Department of Magical Affairs for Equatorial Guinea

· The Department of Magical Affairs for Togo

· The Department of Magical Affairs for Benin

· The Department of Magical Affairs for Ghana

· The Department of Magical Affairs for Liberia

· The Department of Magical Affairs for the Ivory Coast

· The Madagascan Ministry of Magic


Appendices: Notes from the Atlantis Database – Nearby Planets. By Ginny Potter

According to the Atlantis Deep Space sensors – which encompass an approximately 25,000 lightyear radius around the Sol System – there are ten inhabited planets within 2000 lightyears of Earth. The closest inhabited planet to Earth is a desert planet designated in the database as 'Abydos.' According to the Database, the planet had no indigenous lifeforms when the Ancients were still alive. As a result, I believe this planet became inhabited later – possibly through emigration through the planets Gateway.

Our analysis of the eight planets in the Orion Nebular – which the Ancients called 'Yggdrasil' – was not as accurate as I first believed. One of the 'planets' appears to be, in fact, a space station, and another of the planets appears to have been devastated by some conflict. According to the database, are five sentient species that lived on these planets: the Aesir, the Vanir, the Dwarves (this species appears not to be related to the Dwarven race indigenous to Earth), the Jotuns and the Ljósálfar. Only the Ljósálfar were willing to speak with the Ancients, and they were the only race that consented to the presence of a Gateway on their planet. However, this Gateway appears to now be offline. I do not know why.

That concludes all the inhabited planets within two-thousand lightyears of Earth. However, according to the Atlantis Database, there are at least twenty potentially habitable planets within that range, seventeen of them possessing Gateways of their own.

Why has sentient life not developed on these worlds, or why hasn't it travelled to them through the Gateways or through other means? I do not know. I fear the worst.


Appendices: Lily Potter's Notes on the Timeline

The First Age – Unknown: The Time Platform is unable to access any time prior to the Fall of Sauron in the Third Age. My only source of information is second-hand sources obtained from Minas Tirith and Rivendell in the Fourth Age. Most likely, something similar to the events recorded in the oldest known written text – The Silmarillion – are correct.

The Second Age – 30,000 years ago: If the Red Book of Westmarch, and it's translation by Professor Tolkien, is accurate, then this age should be reflective of the events of the Second Age of Middle Earth prior to, during and shortly thereafter the fall of Numenor.

The Third Age – 25,000 years ago: If the Red Book of Westmarch, and it's translation by Professor Tolkien, is accurate, then this age should be reflective of the events of the Third Age of Middle Earth prior to and during the War of the Ring.

The Fourth Age – 20,000 years ago: Set after the events of Sauron's attempted domination of the Earth. A time of relative peace as the last of the Eldar depart Earth for the Undying Lands. First recorded appearance of the 'Superman'. A series of events at the end of this Age result in "the Devastation," which sees the population of the Earth severely diminished and continents rearranged.

The Fifth Age – 6000 BCE-476 CE: The Era of the Old-World. An alien race known as the Ancients arrive on Earth and begin teaching magic to some of the surviving humans. They are eventually forced to either die out or ascend when a plague destroys their civilisation. Their great city of Atlantis is abandoned.

Emergence of human civilisation in Mesopotamia, the Indus Valley, Egypt and Wakanda. The first Mer are transformed into merfolk.

The Fall of Troy sees the emergence of the Greek City States. The Roman Republic, then the Roman Empire, becomes the global political power. Several famous individuals emerged during this period such as Alexander the Great, Confucius, Gautama Buddha, Julius Caesar and the Prophet Jesus. The invention of the Wand allows for Roman magical supremacy over all the magical peoples of Europe. This age ends with the fall of the Western Roman Empire at the hands of the Ostrogoths, and the weakening of the Eastern Roman Empire's hold over Europe.

The Sixth Age – 476-1945 CE: The Medieval Era. The Germanic Conquest of Europe. Founding of Hogwarts. Merlin and King Arthur of Camelot fight against the Anglo-Saxon Invasion of England. The Druidic peoples flee to Ireland, then with the aid of the Mer of the South Pacific, move to the island of Alcheringa in the Great Barrier Reef. China enters the Dynastic Period. Viking attacks begin in Europe. William the Conqueror invades England. The Crusades occur and the Habsburg Dynasties takes control of numerous European nations.

Mongol Aggression in Asia and Europe. The Ottoman Empire emerges in the Middle East. This Empire becomes the largest nation in world history where magical and muggle governments were equal in power. The Black Death ravages the world. Trial and Execution of Joan of Arc. The Protestant Reformation and the War of the Roses. End of the Byzantine Empire.

The Americas are discovered and colonised by the European powers. The Spanish Inquisition and the Salem Witch Trials result in the founding of the International Confederation of Wizards and the instigation of the International Statute of Secrecy.

The British American colonies revolt against the British Empire and become the United States of America. Europe experiences the Renaissance and the Enlightenment. European expansion in the Pacific causes the creation of the Federated Kingdoms of the Druids and Mer. The Industrial Revolution begins. The World Wars begin.

The Seventh Age – 1945-2036 CE: The Era of Globalisation. In the wake of World War 2, Earth descends into a period of Cold War between the United States and Soviet Union until the collapse of the USSR in 1989. The terrorist known as Voldemort begins a reign of terror against Magical Britain. The Collapse of Magical Britain results, beginning the Wizarding Displacement. The Statute of Secrecy begins to fail. The Ancient City of Atlantis is rediscovered by Harry and Ginny Potter. Humanity expands into space. First contact with extra-terrestrials. Superheroes begin to emerge in the modern era.

The War of Power, a major conflict of unknown origins, results in mass destruction and devastation across the Earth. It concludes in 2036. No further records are available.


Appendices: Fandoms present within Gemini Curse

Harry Potter. Literature series by JK Rowling. The main setting of Harry Potter and the Gemini Curse.

Harry Potter (films). A movie series based on the books by JK Rowling, released by Warner Bros Entertainment. Elements of the movies were used as substitutes for certain elements in the books.

Stargate: SG1/Stargate: Atlantis. Three television series created by created by Brad Wright and Jonathan Glassner. The design of the City of Atlantis and the races of Ascended Beings known as the Ancients and the Ori are from this setting. The Stargate – the 'Gateway' Device in Atlantis is an important element from that series. Stargate Canon does not occur in the world of Harry Potter and the Gemini Curse, as the American government never recovered the Stargate from Egypt (it is currently in the hands of Wakanda) and the Ancients never had the opportunity to flee the Milky Way for the Pegasus Galaxy. The Wraith do not exist, but the Goa'uld, a race of parasitic aliens which feature as the main antagonists of Stargate: SG-1, are still a dominant power in the Milky Way Galaxy.

Marvel Comics. A literature company in the form of comics and graphic novels founded by Martin Goodman in 1938 and popularised in the 1960's by Stan Lee, Jack Kirby, Steve Ditko. Numerous creators and artists are involved in the creation of Marvel comic books.

Characters from Marvel Comics featured in this story include but are not limited to: Mathew Murdock, Jessica Jones, Luke Cage, Danny Rand, Doctor Stephen Strange, Peter Parker, Mary Jane Watson, Gwen Stacy, associated Spider-Man characters, associated X-Men characters, T'Challa, Shuri, T'Chaka, Okoye, associated Wakandan Characters, etc…

The Marvel Cinematic Universe. A series of interconnected films (and television series) centred on a number of superheroes from the Marvel Comics Universe. This reality is canon to Harry Potter and the Gemini Curse – with the exception of the Doctor Strange movie, Spider-Man Homecoming, and Agents of SHIELD and anything past Endgame.. Spoilers: The events of the MCU will be addressed in future stories and/or omakes.

Doctor Who. A television series originally created in the 1950's and rebooted in the 2000's featuring bizarre science, time travel and an alien that changes face/actor every time he dies (every two to three seasons). The Tardis we borrowed is from this fandom.

DC Comics. A literature company created in the 1930's that publishes comic books and graphic novels. Its famous characters include Superman, Batman, Wonder Woman and the Flash. The Dark Multiverse – featured within this work – derives from this work of fiction. DC Comics does exist as a comics company on the Earth of Gemini Curse, but certain Multiversal elements are in play, as are certain characters.

The Discworld. A literature series by Terry Pratchet. A fantasy series set on the 'Discworld' a flat earth held up by four Elephants standing on the back of a cosmic turtle.

The Chronicles of Narnia. A literature series by C.S Lewis set within the fantastical world of Narnia. Susan Pevensie, Andromeda Tonks' neighbour, is from this series.

Men in Black. A cinematic series featuring a secret organization called the Men in Black, who supervise extra-terrestrial lifeforms who live on Earth and hide their existence from ordinary humans. The Magical Intelligence Bureau (MIB) is inspired by this fandom.

The Lord of the Rings. A literature series by J.R.R Tolkien. The City of Minas Tirith, which Hannah Abbots father is working to restore, originates from this work.

The Mortal Instruments. A literature series by Cassandra Claire. The use of 'marks' by Gringotts Cursebreakers derives from this work of fiction.

Others: Works of fiction seen in the Disclaimers include but are not limited to: Harry Potter, Marvel, DC, Middle Earth, the Chronicles of Narnia, Star Wars, A Song of Ice and Fire/Game of Thrones, Star Trek, the Wheel of Time, Disney, Pixar, The Fast and the Furious franchise, The West Wing, the Percy Jackson series, Doctor Who, etc…


Appendices: Notes from the Atlantis Database – The Kree. By Ginny Potter

My greatest concern since the death of Voldemort has been investigating the Hyperspace gate above Earth. I have commandeered one of NASA's satellites – which they now believe lost – to investigate this gateway. Using the City's quantum positioning system, I have determined that this 'Jump Point' was placed in Earth orbit some three-thousand years ago. It is fascinating, the device appears to be comprised of a conductive plate of Naquadah (the same material the Gateway is made of) that, when energised, opens a temporary wormhole in the fabric of space-time much in the same way the Gateway does. In fact, the technology appears to be a primitive, derivative version of the Gateway, most likely inspired by the Ancient design. However, these 'Jump Points' are highly inferior to the Gateway network. They exert dangerous pressures on organic matter, and have no protections against invasion or attack. Not only that, but this network appears to be operated from one central location – one I believe I've found.

It is a planet called Hala in the Large Magellanic Cloud, and the Ancient Database has much to say about its inhabitants: the Kree. The Kree are a brutal, warmongering race. They committed genocide against the Cotati – the secondary race indigenous to their planet, then, when a race of beings called the Skrulls arrived – peacefully mind you – on their planet with the purpose of trade, the Kree slaughtered them and stole their ships. Reverse engineering the Skrull technology, they launched a bloody war against the Skrull Empire. The Ancients do not have a high opinion of these Skrull – a race of shape changing aliens from the Andromeda Galaxy, but they do have a non-hostility treaty with them. The Kree however… the Ancients engaged with the Kree, and their leader – an artificial collective consciousness called the Supreme Intelligence – many hundreds of times. The Kree were eventually forced to give up their ambitions in the Milky Way.

The Supreme Intelligence's code is layered within this wormhole network. I believe, and the City agrees, that this is some part of the Supreme Intelligence's plan. This network is completely under its control. It could control where and when users go when using this technology, track all its users, and launch an invasion against any planet that could possibly threaten it.

I have no way of knowing how large this network has grown in the Milky Way, nor do I know the current status of the Skrull or Kree Empires. I am also growing increasingly concerned about the Gateway network built by the Ancients. I fear another race, one not present in the City's archive, has been using it for their own ends. I will have to wait for Harry's go ahead before conducting further analysis. I do have a list of planets I wish to investigate. The first is the first planet the Ancients visited when they arrived in this galaxy: Dakara. There should be one of the five Ancient City-Ships located here. In the meantime, the City and I are working on a plan to potentially take control of the Jump Point. The City thinks She can do it, and I'm inclined to agree with Her. If the plan fails, we will use Drones to destroy it. That will at least protect us from the Kree.

For now.


Appendices: The Multiverse – Notes by Will and Clarissa

What came before the current iteration of the Omniverse is, by definition, unknowable. We also do not know how many Multiverses there are, though presumably this number is infinite. What can be known, is that the Multiverse we currently reside in is comprised of several plains of existence. The highest any mortal can perceive of is Heaven (Heaven, the heavens, seven heavens, pure lands, Tian, Jannah, Valhalla, etc…) – the realm of Souls. It is here in halls built from pure thought that the highest of Ascended Beings, such as the Angels, Jinn, and the Monitors, all reside. All souls eventually find their way here through Enlightenment, Ascension, Fade, or Death. At its border lies the Aether Force, a reservoir of divine energy. Rumour has it that there is another plain above this called the Overvoid, or the Otherworld, and it is here that the supposed Creator of All (the Abrahamic 'God') dwells with his brethren. Theory suggests that the Overvoid is the only means of travel between the Multiverses of the greater Omniverse.

Below Heaven lies the Sphere or Circle of the Gods, a metaphysical reality that is home to beings of Divine power. The various pantheons of deities that exist here in the lands beyond time each have their own realms and kingdoms, and several afterlives are present as well. Connecting them all is the World Tree. Its branches are the passages between kingdoms, its trunk is the nexus of all belief, and its roots are planted in the Fair Lands (also known as Fairyland or Yesterday) and are tended too by the Faeries of the Seelie and Unseelie Courts equally, for it is their job to maintain the balance between good and evil amongst the gods. In the heart of the Tree sits the city of the Multiversity, a sort of United Nations of the Gods. The Multiversity Court oversees the Multiversity Accords, which ensures that Ascended and Divine Beings do not interfere in events that they shouldn't be. All of the beings who originate from the Sphere of the Gods are Multiversal Singularities; meaning that there is one version of them in the entire multiverse and that they exist within all realities simultaneously. However, not all Gods reside in the Sphere of the Gods, some (like the Valar) are tied to their specific universes, others (like the Asgardians from the MCU) are not actual Gods, but rather advanced races that were deified by more primitive cultures.

At the edge of Divine country lies the Speed Force Dimension, the representation of reality in motion. This force ensures that time continues to move forward, ensuring the fourth dimension does not collapse into the third. This source of energy has existed since the beginning of time, acting as a projection detailing past, present and future events of all realities and all those touched by its power. It acts as the boundary between the Sphere of the Gods, and the Bleed.

The Bleedspace exists beyond the Speed Force, and within this sea of possibility reside the Infinite Universes of the Multiverse. The Bleed stretches on forever, and the universes within it vary in design, but each one has its own stories to tell. The Bleed is not only home to Universes however, as pocket dimensions litter the sea of imagination, drawing carrion, debris and entities into their grip. Hell, the Rock of Eternity, The Realm of the Travellers, the Oblivion Dimension and the Realm of Tomorrow all exist as isolated locations within the Bleed, and can be travelled to through the Bleed itself, or through portals from specific universes. The local Multiverse closest to the Speed Force Barrier is known colloquially as the Orrery of Worlds.

Beneath the Orrery lies a great barrier of darkness. The Nether Force. This Enigma Force serves as a protective shield separating the Multiverse from what lies beneath. It is fuelled by actions of evil intent. As a result, any foe that attempts to breach this barrier, merely fuels it. The only way to break through the Nether Force is by accident or through an act that bears no evil intent, such as curiosity.

Past the Nether Force lies the Dark Multiverse. This place is a dark, corrupt mirror of the Orrery above. Worlds in the Dark Multiverse are fragile and constantly deteriorating. These worlds are created from the worst fears and decisions of people in the Orrery.

Finally, deep in the darkest pit of the Dark Multiverse lies the World Forge. It is here that the World Forger, a being of cosmic power born of the Creator, hammered out universes destined to rise into the Multiverse above before his death at the hands of the Great Destroyer. Now, the World Forge lies silent, and the Destroyer dwells within, waiting for his prison to weaken enough for another attempt to escape.


Appendices: The Planet Krypton. By Ginny Potter.

The planet Krypton was a terrestrial planet in the Rao System, 1,525 lightyears from Earth. It had two moons – Mithen and Wegthor.

The planet's sun, Rao, was an M class red supergiant star that experienced frequent coronal mass-ejections, resulting in solar storms that would sweep over the planets in its solar system – terrestrial planets Krypton and Daxam, and gas giant Astem. As a result, Krypton's landscape contained little dense vegetation, instead favouring mountainous regions or plains as its dominant topography.

When the Ancients first visited the planet, they were intrigued by the evolution of Krypton's native flora and fauna – which had adapted to the harsh climates of that world. Chief amongst their observations was that, in response to the solar storms, the indigenous animal species had all developed the ability to absorb solar radiation, then use that energy to generate a low-grade personal gravitational field to aid in ordinary movement. Krypton's gravity being 2.3 times that of Earth's, this adaptation was essential for the development of large mammalian species. The indigenous species also adapted to low oxygen conditions and a carbon-dioxide rich atmosphere.

The only other quality of interest the planet had was the large distribution of the material Naquadah – used in Ancient Technologies such as the Stargates. However, most of the material was contained deep in the planet's core and so was unable to be extracted without destroying the planet.

The Ancient's ultimately deemed the planet unsustainable, and as such, did not leave a Stargate on it.

Despite the Ancient's opinions, sentient humanoid life did eventually evolve both on Krypton and Daxam. Due to the lack of large-scale vegetation, fossil fuels were rare on the planet, and coal and oil-based power were proceeded by geothermal technologies.

Humanoid (Kryptonian) life developed on Krypton over several thousand years, ultimately reaching a level of advancement further than modern humanity by about one hundred years, including the development of space-flight technology. The population eventually reached an estimated 1.4 billion.

It was at this time, after three long wars – one against its sister planet Daxam, one against the alien race known as the Dominators, and one against an uprising of cloned slaves (during which one of the planets moons was destroyed) – when Krypton's natural resources began to run out (as the Ancients had predicted they would). The Kryptonians, desperate, attempted to draw power from their planets liquid Nickle-Palladium-Naquadah Core. However, many scientists predicted this would cause rapid onset implosion, and warned against it. The plan went forward, and soon, the planet's core went supercritical. Krypton exploded, its debris jettisoning throughout the Rao System. The debris scoured Daxam, turning the planet into an uninhabitable wasteland.

Krypton's destruction did have one interesting effect. Due to the high concentration of Naquadah (atomic number 125) in the planet's core, the prevalence of the Krypton80 isotope gas in the atmosphere, and the cosmic radiation from Rao, these elements were fused together during the high-temperature and pressure environment of the planets detonation, creating the radioactive crystalline compound known as Kryptonite ( Formula: Kr81(H2)4NQ5 ). This material – which causes the immediate degradation of electromagnetic radiation – is rarely found as a stable compound in nature, and the destruction of Krypton is the only recent event (recent being in the past 20 million years) known to naturally create the substance. Most of the Kryptonite that rained down on Daxam was destroyed by the impact and high temperatures, but the pieces that remained intact have since been mostly mined and used up. Other pieces of Kryptonite spread across the universe, kept intact by the cold of space, attached to the debris of the planet.

The recent emergence of the individual known as 'Supergirl' on Earth, leads me to believe that there is, in fact, a survivor of Krypton's destruction. Though how this is possible is unknown, considering Krypton exploded over ten-thousand years ago, before the Ancients died out. I've sent Harry to arrange a meeting with her.


Characters

Harry Potter:

Bio: Harry Potter is the only son of James and Lily Potter. Named the Boy-Who-Lived after he defeated the Dark Wizard Voldemort as a baby, Harry is a celebrity in the Magical World. Known for a love of adventures and a talent for getting in trouble, Harry often finds himself in tricky situations. He is part of a Soul Bond pair with Ginny Potter.

Runic Master: Harry is a master Runic Magic – the art of understanding and creating Ancient Runes. This allows him access to Runic Powers

Abjuration: Harry excels at Abjuration Magic – the art of defending against magical attack.

Patronus Charm: Harry can form the Patronus Charm to repel Dementors and send messages. His Patronus is a Stag

Parseltongue: Harry can speak Parseltongue, the language of snakes but has limited control over the ability.

Quidditch – Seeking: Harry can use Broomsticks to fly. Harry is also an exceptional Seeker, capable of using a broom to capture the Golden Snitch and other small objects.

Enhanced Condition: Thanks to the Firebrand, Harry's physical and mental abilities are above the peak human levels of other witches and wizards. He is more resistant to injury, stronger, faster, and more intelligent than other humans.

Perfect Occlumency/Psychic Shield: As a result of the Gemini Rune, Harry can visualize the mindscape of the Ancient City of Atlantis and use it to repel attacks from Legilimens (Mind Readers).

Invisibility Cloak: Harry possesses the Potter Family Invisibility Cloak, one of the three Deathly Hallows.

Love Empowerment: The Soul-bond Harry shares with Ginny allows him to draw strength from their connection in times of danger or distress to regenerate faster and achieve feats of great power.

Love Magic: Although he doesn't know it, thanks to his Soul-Bond with Ginny, Harry can utilize magic dealing with love, passion and happiness for more potent magical effects.

Psychic Communication: Harry is able to form a psionic communication line with Ginny Potter, thanks to his Soul-bond, essentially rendering them capable of having comprehensible conversations with other using their minds.

Empathic Teleportation: Harry can use his Soul-Bond with Ginny to teleport himself to her location in an emergency.

Afterlife Prevention: Through the Soul-Bond Harry shares with Ginny, his soul is unable to pass on to the afterlife without hers. If his body is damaged beyond repair, Ginny can recall his soul from the void and restore him.

Destiny Chosen: Harry is the subject of a prophecy concerning himself and Voldemort: "The one with the power to vanquish the Dark Lord approaches... born to those who have thrice defied him, born as the seventh month dies... and the Dark Lord will mark him as his equal, but he will have power the Dark Lord knows not... and either must die at the hand of the other for neither can live while the other survives... the one with the power to vanquish the Dark Lord will be born as the seventh month dies..."


Ginny Potter:

Bio: Ginny Potter (nee Weasley) is the youngest daughter of Molly and Arthur Weasley. A passionate and fiery girl, she was possessed by one of Voldemort's Horcruxes and forced to open the Chamber of Secrets. She is part of a Soul-Bond pair with Harry Potter.

Enchantment: Ginny excels at Enchantment Magic (Charms) – the power to influence things.

Patronus Charm: Ginny can form the Patronus Charm to repel Dementors and send messages. Her Patronus is a horse.

Quidditch – Seeking and Chasing: Ginny can use Broomsticks to fly. She is a Seeker, capable of using a broom to capture the Golden Snitch, and a chaser, capable of handling the Quaffle with skill to score points.

Perfect Occlumency/Psychic Shield: As a result of the Gemini Rune, Ginny can visualize the mindscape of the Ancient City of Atlantis and use it to repel attacks from Legilimens (Mind Readers).

Ancient Gene: Ginny possesses the Ancient Gene, which gives her the ability to use Ancient Technology.

Love Empowerment: The Soul-bond Ginny shares with Harry allows her to draw strength from their connection in times of danger or distress to regenerate faster and achieve feats of great power.

Love Magic: Although she doesn't know it, thanks to her Soul-Bond with Harry, Ginny can utilize magic dealing with love, passion and happiness for more potent magical effects.

Psychic Communication: Ginny is able to form a psionic communication line with Harry Potter, thanks to her Soul-bond, essentially rendering them capable of having comprehensible conversations with the other using their minds.

Empathic Teleportation: Ginny can use her Soul-Bond with Harry to teleport herself to his location in an emergency.

Afterlife Prevention: Through the Soul-Bond Ginny shares with Harry, her soul is unable to pass on to the afterlife without his. If her body is damaged beyond repair, Harry can recall her soul from the void and restore her.


Hermione Granger:

Bio: A literal genius, Hermione Granger is the only child of Dan and Emma Granger. She is a Muggle-born Witch with a love of reading and learning. Hermione possesses the Pisces Rune, which grants her incredible memory based powers.

Peak-Human Intelligence: Hermione is more intelligent than most Witches and Wizards and is able to use her brain more efficiently and effectively thanks to extensive study combined with natural talent.

Arithmancy: Hermione is skilled at Arithmancy, the study of the magical properties of numbers. Eventually leads to spell creation.

Conjuration: Hermione excels at Conjuration Magic – the art of creating something out of nothing.

Runes: Hermione excels at Runic Magic – the art of understanding and creating Ancient Runes. This allows her access to Runic Powers.

Transmutation: Hermione excels at Transmutation Magic (Transfiguration) – the art of transforming one thing into another.

Enchantment: Hermione excels at Enchantment Magic (Charms) – the power to influence things.

Patronus Charm: Hermione can form the Patronus Charm to repel Dementors and send messages. Her Patronus is an otter.

Enhanced Memory: Thanks to the Pisces Rune, Hermione has the ability to immediately recall anything she has ever read or seen, giving her encyclopaedic levels of knowledge and information retention.

Accelerated Probability: Thanks to the Pisces Rune, Hermione possesses the power to predict the outcomes of and what choices she can make.

Causality Perception: Thanks to the Pisces Rune, Hermione has the ability to perceive and understand all cause and effect relations.

Hypercognition: Thanks to the Pisces Rune, Hermione has the power to perform complex mental operations beyond those of a normal human mind.

Spacetime Manipulation: Hermione possesses a time-turner, which can be used to travel back in time up to twenty-four hours.

Source Access: As a result of inadvertent experimentation, Hermione has access to the Source: the source of all matter, energy and magic in the Multiverse. Using this power grants access to a theoretically unlimited reservoir of omnipotent energy. However, use of this power is limited by understanding and the physical body.


Luna Lovegood:

Bio: Caught in an accident at the age of nine, Luna developed the power to 'hear' things normal humans can't. Believed to be eccentric and slightly insane, she is a good friend to Matthew Murdock and Ginny Weasley. Her father, Zenophilius Lovegood, owns the Quibbler, a wizarding newspaper.

Enhanced Awareness: Luna possesses the ability to 'hear' things normal humans can't as the result of an accident that killed her mother. She calls this power, "music," and attributes it to numerous magical creatures she believes exists. It allows her to sense incoming danger or threats, and to perceive other people's emotional states.

Patronus Charm: Luna can form the Patronus Charm to repel Dementors and send messages. Her Patronus is a hare.

Ancient Gene: Luna possesses the Ancient Gene, which gives her the ability to use Ancient technology.

Ancient Language: Luna can speak Ancient, the language of the Ancients – the builders of Atlantis.

PTSD: Luna suffers from Post-Traumatic Stress Disorder.

Source Access: As a result of inadvertent experimentation, Luna has access to the Source: the source of all matter, energy and magic in the Multiverse. Using this power grants access to a theoretically unlimited reservoir of omnipotent energy. However, use of this power is limited by understanding and the physical body.


Matthew Murdock:

Bio: Matthew Murdock is the eldest son of Auror 'Battling' Jack Murdock, who taught him and his sister Maisie Martial Arts. At the age of eleven, shortly before attending Hogwarts, Matt was caught in a Muggle chemical accident while saving someone's life. As a result, he can no longer see, but his other senses were enhanced beyond ordinary human levels.

Transmutation: Matt excels at Transmutation Magic (Transfiguration) – the art of transforming one thing into another.

Aura Sense: Matt can sense the presence of auras and gain detailed understanding about the auras he is sensing. Sensing auras allows him to view his surroundings, despite his blindness, and perceive the movements of other beings by sensing the aura that they emit.

Enhanced Senses: Matt possesses incredibly enhanced senses because of the accident that took his eye sight. He can hear everything within the range of a kilometre; detect specific smells and locate their origin; detect poisons or other problems; and determine distant occurrences felt through vibrations in the air, ground, and water. He also has a perfect sense of equilibrium and balance.

Infrared Sense: Through his Enhanced Senses, Matt can sense the body heat of nearby individuals.

Spatial Awareness: Using echolocation, Matt can determine the size and shape of any room he's in.

Lie detection: Due to his Enhanced Sense, Matt can determine if people are lying from their heartbeats.

Blindness: Matt is blind as a result of the accident that gave him his powers.

Patronus Charm: Matt can form the Patronus Charm to repel Dementors and send messages. His Patronus is a raven.

Martial Arts: Matt's father, Auror Jack Murdock, trained Matt in numerous forms of hand to hand combat. He has in depth knowledge of Karate, Kung Fu, Muay Thai, Judo, Taekwondo, Jujutsu and Eskrima.


Jessica Jones:

Bio: Born into a Death Eater Family, Jessica was exposed to the Dark Arts from a young age. When she was a young child, her mother conducted experiments on her in an attempt to resurrect Lord Voldemort. She gained enhanced strength, durability and speed as a result. She hates her family and the Pureblood way of life, but is a proud Slytherin and a skilled detective.

Enhanced Strength: Thanks to the Aries Rune, Jessica possesses ten times the strength of a normal human. She can lift cars, trucks, buses, and large boulders with ease.

Enhanced Durability: The Aries Rune gives Jessica increased resistance to external damage and pain. She is still susceptible to disease and magical attack.

Enhanced Leap: Jessica can traverse distances larger than an ordinary human thanks to her enhanced strength.

Enhanced Speed: Jessica possesses the Taurus Rune, which grants increased speed and reflexes to the bearer. However, speed doesn't mean manoeuvrability, as Jessica has problems with inertia and tight corners. She also requires traction.

Enhanced Stamina: The Taurus Rune increases Jessica's stamina, allowing her to last longer in fights or other activities of physical exertion.

Detective Skills: Jessica is a skilled detective and investigator.

Possession: As a result of her mother's experiments when she was younger, Jessica is vulnerable to possession by Voldemort.

Gene Corruption: Jessica cannot use the Ancient Control Chair, as her Ancient Gene is corrupted by Dark Magic.

Dark Arts: As Jessica grew up in a Death Eater household, she has knowledge of and can utilize the Dark Arts – magic typically used for selfish, self-serving and/or nefarious purposes.


Luke Cage:

Bio: Luke Cage grew up in Harlem, New York City, but was forced to move to England after his parents went to jail to live with his older cousin, who was deeply involved in gangs both in New York and London. Luke has Giant's blood descending from his father's side.

Giant's Physiology: Luke is descendent from Giant's, and as a result, is not entirely human.

Patronus Charm: Luke can form the Patronus Charm to repel Dementors and send messages. His Patronus is a bear.

Invulnerability: Luke is immune to all forms of conventional physical and magical damage, unable to feel physical pain and is immune to bleeding or loss of limb.

Dark Magic: Luke is vulnerable to Dark Magic such as the Unforgiveable Curses.

Supernatural Strength: Luke's Giant's physiology grants him supernatural levels of strength. He can lift structures from buildings to aircrafts.


Danny Rand:

Bio: Lost during a snowstorm during a family trek in the Himalayas when he was five, Danny Rand was taken to the mystical kingdom of Kun Lun by a group of Monks, there he trained for five years before returning home to his parents, the Rand's of Rand Enterprises, a Muggle company. He continues to train in hopes of becoming an Immortal Weapon one day.

Abjuration: Due to his time in Kun Lun, Danny is a master of Abjuration Magic – the art of healing and defensive magic.

Quidditch: Danny can use Broomsticks to fly.

Chaste Membership: Danny is a member of the Chaste, a ninja cult from the Himalayas.

Passage to Kun Lun: Danny is one of the few privileged with knowledge of the realm of Kun Lun and how to travel there.

Chaste Magic: By harnessing his Chi, Danny can perform wandless magic.

Muggle: Despite his affinity for magic, Danny is not actually a Wizard.

Immortal Weapon in Training: When he comes of age and has learned all he can, Danny will be entitled to challenge the dragon Shou-Lao the Undying for the right to named an Immortal Weapon.

Martial Arts: The monks of Kun Lun trained Danny in numerous forms of hand to hand combat.


Will O'Neill:

Bio: Will O'Neill was with his girlfriend Clarissa Mayfair on a weekend trip to Hawaii when a meteor collided with Mt Kilauea, causing a massive eruption that threatened to destroy the entire island. Drawing on a previously unknown power called Dragon Force, Will sacrificed his life to stop the eruption, saving his girlfriend in the process. This drew the attention of the Oracle of the Council, who saw fit to bestow the Firebrand upon him.

Evocation: Will is a master of Evocation – the art of manipulating the elements.

Druid: Will is a Druid, allowing him to use the external magics natural to the universe, rather than internal magic from his own soul.

Wandless Magic: As a Druid, Will excels at Wandless Magic.

Ancient Gene: Will possesses the Ancient Gene, which gives him the ability to use Ancient Technology.

Dragon Force: As the chosen avatar of the Dragon, Will has access to the Dragon Force: a source of near limitless power stemming from the Orrery of Worlds.

Magical Energy Manipulation: Through the Dragon Force, Will can create, shape, and manipulate magical energy to use magic for a variety of effects and purposes.

Supernatural Condition: Will's physical and magical abilities are glaringly, obviously, unnaturally superior over other witches and wizards because his capabilities are far beyond natural levels thanks to the Dragon Force, making him immensely stronger, faster, durable and smarter than regular humans. He is strong enough to lift large aircrafts and destroy the toughest metals, fast enough to move at hypersonic speeds, and durable enough to take powerful explosions.

Magic Empowerment: Will becomes stronger, faster and more durable when in more magical environments.

Love Empowerment: The Soul-bond Will possesses with Clarissa allows him to draw strength from their connection in times of danger or distress to regenerate faster and achieve feats of great power.

Love Magic: Thanks to his Soul-Bond with Clarissa, Will can utilize magic dealing with love, passion and happiness for more potent magical effects.

Psychic Communication: Will is able to form a psionic communication line with Clarissa O'Neill (Mayfair), thanks to his Soul-bond, essentially rendering them capable of having comprehensible conversations with other using their minds.

Empathic Teleportation: Will can use his Soul-Bond with Clarissa to teleport himself to her location in an emergency.

Afterlife Prevention: Through the Soul-Bond Will possesses with Clarissa, his soul is unable to pass on to the afterlife without hers. If his body is damaged beyond repair, Clarissa can recall his soul from the void and restore him.

Energy Manipulation: Through the use of the Libra Rune, Will shares the power of the Dragon-Force with Clarissa O'Neill (Mayfair).


Clarissa O'Neill (Mayfair):

Bio: Clarissa Mayfair was with her boyfriend Will O'Neill on a weekend trip to Hawaii when a meteor collided with Mt Kilauea, causing a massive eruption that threatened to destroy the entire island. Will sacrificed his life to stop the eruption and save Clarissa's life. Waking in the aftermath, she discovered that she and Will had become attached by the Gemini Curse.

Druid: Clarissa is a Druid, allowing her to use the external magics natural to the universe, rather than internal magic from her own soul.

Wandless Magic: As a Druid, Clarissa excels at Wandless Magic.

Quidditch – Seeking: Clarissa can use Broomsticks to fly. She is also an exceptional Seeker, capable of using a broom to capture the Golden Snitch and other small objects.

Illusionary Magic: Clarissa is a master of Illusionary Magic – the art of altering something's appearance.

Ancient: Clarissa can speak Ancient, the language of the Ancients – builders of Atlantis.

Ancient Gene: Clarissa possesses the Ancient Gene, which gives her the ability to use Ancient Technology.

Energy Manipulation: Through the use of the Libra Rune, Clarissa shares the power of the Dragon Force with Will O'Neill.

Dragon Force: Thanks to the Libra Rune, Clarissa has access to the Dragon Force: a source of near limitless power stemming from the Orrery of Worlds.

Magical Energy Manipulation: Through the Dragon Force, Clarissa can create, shape and manipulate magical energy to use magic for a variety of effects and purposes.

Supernatural Condition: Clarissa's physical and magical abilities are glaringly, obviously, unnaturally superior over other witches and wizards because her capabilities are far beyond natural levels thanks to the Dragon Force, making her immensely stronger, faster, durable and smarter than regular humans. She is strong enough to lift large aircrafts and destroy the toughest metals, fast enough to move at hypersonic speeds, and durable enough to take powerful explosions.

Magic Empowerment: Clarissa becomes stronger, faster and more durable when in more magical environments.

Soul Bond: Thanks to the Gemini Rune, Clarissa shares a Soul Bond with Will O'Neill.

Love Empowerment: The Soul-bond Clarissa shares with Will allows her to draw strength from their connection in times of danger or distress to regenerate faster and achieve feats of great power.

Love Magic: Thanks to her Soul-Bond with Will, Clarissa can utilize magic dealing with love, passion and happiness for more potent magical effects.

Psychic Communication: Clarissa is able to form a psionic communication line with Will O'Neill, thanks to her Soul-bond, essentially rendering them capable of having comprehensible conversations with the other using their minds.

Empathic Teleportation: Clarissa can use her Soul-Bond with Will to teleport herself to his location in an emergency.

Afterlife Prevention: Through the Soul-Bond Clarissa shares with Will, her soul is unable to pass on to the afterlife without his. If her body is damaged beyond repair, Will can recall her soul from the void and restore her.


Claire O'Neill:

Bio: Claire is the younger half-sister of Will O'Neill, and is half Mer. She is a talented Druid and gifted at languages. She is the Champion of Alcheringa in the Tri-Wizard Tournament.

Druid: Claire is a Druid, allowing her to use the external magics natural to the universe, rather than internal magic from her own soul.

Wandless Magic: As a Druid, Claire excels at Wandless Magic.

Ancient Gene: Claire possesses the Ancient Gene, which gives her the ability to use Ancient Technology.

Parseltongue: Claire can speak Parseltongue, the language of snakes.

Mer Physiology: Claire is Half-Mer, giving her the ability to transform from human form into a being with the upper body of a humanoid and the lower body of a fish.

Mer: Claire can speak Mer – the language of the Mer – and other similar aquatic languages, such as Parseltongue.

Aquatic Adaptation: Claire is able to survive and adapt to underwater environments, being able to breathe, swim well and endure high water pressure and extreme water temperatures. She can use her senses to perceive normally regardless of the distortion/pressure of the water, possibly including ignoring various impurities that would otherwise reduce the visibility.

Enhanced Beauty: As a half-human - half Mer, Claire possesses considerable natural beauty, along with an enchanting allure she can use to influence the minds of ordinary Witches and Wizards. Soul-bonded pairs and Occlumens are immune.


Peter Parker:

Bio: Peter Parker was a young child when his parents died for a cause they believed in; freedom and justice for all. They were instrumental in taking down the corrupt MACUSA Government in the United States. Since then, Peter has lived with his Aunt and Uncle, Ben and May Parker. Peter is an incredibly gifted student at both Muggle science and Magic.

Peak-Human Intelligence: Peter is more intelligent than most Witches and Wizards and is able to use his brain more efficiently and effectively thanks to extensive study combined with natural talent.

Arithmancy: Peter is skilled at Arithmancy, the study of the magical properties of numbers. Eventually leads to spell creation.

Transmutation: Peter excels at Transmutation Magic (Transfiguration) – the art of transforming one thing into another.

Conjuration: Peter excels at Conjuration Magic – the art of creating something out of nothing.

Patronus Charm: Peter can form the Patronus Charm to repel Dementors and send messages. His Patronus is a spider.

Muggle Science: Peter has in-depth knowledge of Muggle fields of study regarding concerning Physics, Chemistry, Biology and Mathematics.

Web-Shooters: Peter possesses a technology he designed called "Web-Shooters". These wrist-mounted devices can create sticky threads of webs that can act as grapples, barriers, defensive perimeters or traps/bindings.

Enhanced Condition: Thanks to a radioactive spider-bite, Peter's physical and mental abilities are above the peak human levels of other witches and wizards. He is more resistant to injury, stronger, faster, and more intelligent than other humans.

Spider-Sense: Thanks to a radioactive spider-bite, Peter possess an extra sense that warns him of danger moments before it happens.


Gwen Stacy:

Bio: The daughter of a prominent American Pureblood family, Gwen scoffs at tradition. That, combined with the fact that she likes girls, saw her thrown out of her family. A genius and best friend to Peter Parker, she has decided to make a place for herself out in the world that has nothing to do with her family name.

Peak-Human Intelligence: Gwen is more intelligent than most Witches and Wizards and is able to use her brain more efficiently and effectively thanks to extensive study combined with natural talent.

Arithmancy: Gwen is skilled at Arithmancy, the study of the magical properties of numbers. Eventually leads to spell creation.

Runes: Gwen excels at Runic Magic – the art of understanding and creating Ancient Runes. This allows her access to Runic Powers.

Patronus Charm: Gwen can form the Patronus Charm to repel Dementors and send messages. Her Patronus is a Falcon.

Web-Shooters: Gwen possesses a technology she designed called "Web-Shooters". These wrist-mounted devices can create sticky threads of webs that can act as grapples, barriers, defensive perimeters or traps/bindings.

Enhanced Condition: Thanks to a radioactive spider-bite, Gwen's physical and mental abilities are above the peak human levels of other witches and wizards. She is more resistant to injury, stronger, faster, and more intelligent than other humans.

Spider-Sense: Thanks to a radioactive spider-bite, Gwen possess an extra sense that warns her of danger moments before it happens.


Mary Jane Watson:

Bio: A No-Maj from a poor family, Mary Jane Watson was over the moon when she received her invitation to Ilvermorny School of Witchcraft and Wizardry. Since her arrival, she has become fascinated with investigating the hidden secrets of the wizarding world, and with the help of her friends Peter Parker and Gwen Stacy, intends to become an investigative reporter to take down corrupt elements and expose people trying to take advantage of those who are less off.

Detective Skills: Mary Jane is a skilled detective and investigator.

Enchantment: Mary Jane excels at Enchantment Magic (Charms) – the power to influence things.

Patronus Charm: Mary Jane can form the Patronus Charm to repel Dementors and send messages. Her Patronus is a Griffon.

Illusionary Magic: Mary Jane excels at Illusionary Magic – the art of altering something's appearance.


Albus Dumbledore:

Bio: Professor Albus Percival Wolfric Brian Dumbledore is the Headmaster of Hogwarts, Chief Warlock of the Wizengamot and Supreme Mugwump of the International Confederation of Wizards. He defeated the Dark Wizard Grindelwald in 1945, claiming the Elder Wand from him. He is regarded as one of the most powerful wizards on Earth.

Elder Wand: Dumbledore possesses the Elder Wand, one of the three Deathly Hallows, the most powerful wand ever made.

Absolute Combat: The wielder of the Elder Wand cannot be defeated in combat if the wand owes them its allegiance.

Supernatural Wisdom: Dumbledore possesses great wisdom: a deep understanding and realization of concepts, people, things, events or situations, resulting in the ability to apply perceptions, judgments, and actions while keeping these understandings.

Magical Energy Manipulation: Dumbledore is one of the most powerful wizards on Earth. Using the Elder Wand, he can create, shape, and manipulate magical energy to use magic for a variety of effects and purposes.

Legilimency: Dumbledore is an accomplished Legilimens, this gives him the power to read people's minds.

Occlumency/Psychic Shield: Dumbledore is a master of Occlumency and can use it to repel attacks from Legilimens (Mind Readers).

Magical Mastery: Dumbledore is highly learned and skilled in all eight disciplines of Magic.

o Abjuration: the power to protect/heal

o Conjuration: the power to create

o Transmutation: the power to transform

o Divination: the power to gain information

o Enchantment: the power to influence entities

o Illusion: the power to manipulate the senses

o Necromancy: the power to manipulate the forces of death

o Evocation: the power to manipulate the elements


Stephen Strange:

Bio: Muggleborn Stephen Strange thought his life was over when he was in a car accident at ten years old, until he received a letter from the Ilvermorny School of Witchcraft and Wizardry. After his body was healed, he spent years learning the Magical Arts, and eventually came face to face with the demon Dormammu, whom he defeated. The Vishanti bestowed the title of Sorcerer Supreme upon him, marking Doctor Strange the most powerful magic user in the world. He is now the Headmaster of Ilvermorny.

Sorcerer Supreme: Stephen is the Sorcerer Supreme, the most powerful magic user on Earth.

Book of Vishanti: Doctor Strange possesses the Book of Vishanti, the compendium of all Light Magic.

Blessing of the Vishanti: Doctor Strange was bestowed incredibly power by the gods of the Vishanti when they named him Sorcerer Supreme.

Aether Force: The Blessing of the Vishanti allows the recipient to access the Aether Force: a source of near limitless power stemming from Heaven.

Enhanced Condition: Thanks to the Blessing of the Vishanti, Stephen's physical and mental abilities are above the peak human levels of other witches and wizards. He is more resistant to injury, stronger, faster, and more intelligent than other humans.

Legilimency: Doctor Strange is an accomplished Legilimens, this gives him the power to read people's minds.

Occlumency/Psychic Shield: Doctor Strange is a master of Occlumency and can use it to repel attacks from Legilimens (Mind Readers).

Magical Mastery: Doctor Strange is highly learned and skilled in all eight disciplines of Magic.


Voldemort:

Bio: Formerly known as Tom Riddle, the Dark Lord Voldemort was a terror on the wizarding community of the United Kingdom during the 70's and 80's. He had hundreds of followers and was well on his way to world domination, until he was defeated by an infant Harry Potter and banished. Whether he's dead or not remains to be seen.

Dark Arts: Voldemort is a master of Dark Magic - magic typically used for selfish, self-serving and/or nefarious purposes.

Horcruxes (Soul Mutilation): Voldemort has created seven Horcruxes, soul anchors that prevent him from dying. He cannot be killed while any of them remain active.

The Darkhold: Voldemort possesses the Darkhold, the compendium of all dark magic.

The Taint of the Darkhold: The Darkhold, as a powerful dark object created by Lucifer himself, possesses a powerful magical taint. This Taint is taken on by any who use it. The more the book is used, the more the Taint's effects intensify.

Nether Force: The Taint can be used, at the risk of amplifying it's affects, to access the Nether Force: a source of near limitless power stemming from Hell.

Corruption: As a result of the Taint of the Darkhold, Voldemort is slowly going insane.

Chaos Magic: Magic that can warp reality. Voldemort learns this magic from the Darkhold.

Supernatural Condition: Once mastered the Nether Force, Voldemort's physical and magical abilities are glaringly, obviously, unnaturally superior over other witches and wizards because his capabilities are far beyond natural levels, making him immensely stronger, faster, durable and smarter than regular humans. He is strong enough to lift large aircrafts and destroy the toughest metals, fast enough to move at hypersonic speeds, and durable enough to take powerful explosions.

Legilimency: Voldemort is a master Legilimens, this gives him the power to read people's minds.

Occlumency/Psychic Shield: Voldemort is a master of Occlumency and can use it to repel attacks from Legilimens (Mind Readers).

Magical Mastery: Dumbledore is highly learned and skilled in all eight disciplines of Magic.


Ascended Beings

Bio: Ascended Beings like Clara Hunter are god-like cosmic beings that exist on a higher plain of existence. They are protected by the power of the Presence, which ensures no Mortal remembers anything of their existence.

Ascended Physiology: Ascended individuals, like Riker, Clara and Anneliese, have or can leave their bodies to enter a plane of higher existence and become beings of pure energy, gaining various powers, the most obvious being an intelligence that surpasses nearly every form of physical life, which gives them the ability to create incredibly advanced technology and use incredibly advanced magical power.

The Multiversity Accords: In order to protect the Omniverse from collapse, the Ascended Beings agreed to a set of laws governing how they can use their powers. These laws are very strict, but, in the event of a crisis, they may be temporarily deactivated. Loopholes can be (and are frequently) found within them.


Ghost, Miracle and Crystal

Bio: Ghost, Miracle and Crystal belong to a group of people known as Travellers, a collection of individuals who learned how to navigate the Orrery of Worlds to travel between the various universes and dimensions of the Multiverse.

Story Manipulation: These mysterious individuals seem to be able to manipulate stories and their characters. They can control how they act, what they can do, and what they look like. They can manipulate the events of the story as well as how it starts and ends.


Post Credits Scene:

Ghost and Miracle closed the door to their beachside house and trudged inside. What a week! He certainly did not want to be thinking about his atoms being blasted across the multiverse…

Why was the balcony light on?

"Madeline?" Miracle called; she'd noticed the same thing he had.

No response.

Steadily, Ghost and Miracle advanced into the dark living room. The cosmic typewriter was gone.

The living room light flicked on. Sitting on their couch were two people. A man with dark hair wearing wizarding robes, and a woman with blonde hair accented by red highlights. William and Clarissa O'Neill.

"She's gone. They got here before we did. And they took the typewriter." Will said, turning towards them. It's worth mentioning that seeing a person created in your imagination sitting in the flesh in front of you, never stopped being weird.

"Who?!"

Anonymous reviews have been disabled. Login to review. 1. Act I, Chapter 1 2577 0 0 2. Act I, Chapter 2 3857 0 0 3. Act I, Chapter 3 6839 0 0 4. Act I, Chapter 4 3517 0 0 5. Act I, Chapter 5 2759 0 0 6. Act I, Chapter 6 3646 0 0 7. Act I, Chapter 7 3123 0 0 8. Act I, Chapter 8 3749 0 0 9. Act I, Chapter 9 3592 0 0 10. Act I, Chapter 10 4635 0 0 11. Act II, Chapter 1 4795 0 0 12. Act II, Chapter 2 4912 0 0 13. Act II, Chapter 3 4596 0 0 14. Act II, Chapter 4 4033 0 0 15. Act II, Chapter 5 4695 0 0 16. Act II, Chapter 6 4878 0 0 17. Act II, Chapter 7 5376 0 0 18. Act II, Chapter 8 4393 0 0 19. Act II, Chapter 9 3716 0 0 20. Act II, Chapter 10 7982 0 0 21. Act III, Chapter 1 8563 0 0 22. Act III, Chapter 2 3926 0 0 23. Act III, Chapter 3 4739 0 0 24. Act III, Chapter 4 2324 0 0 25. Act III, Chapter 5 5812 0 0 26. Act III, Chapter 6 6900 0 0 27. Act III, Chapter 7 3211 0 0 28. Act III, Chapter 8 6466 0 0 29. Act III, Chapter 9 2888 0 0 30. Act III, Chapter 10 7371 0 0 31. Act IV, Chapter 1 6177 0 0 32. Act IV, Chapter 2 6862 0 0 33. Act IV, Chapter 3 6360 0 0 34. Act IV, Chapter 4 7018 0 0 35. Act IV, Chapter 5 9640 0 0 36. Act IV, Chapter 6 4531 0 0 37. Act IV, Chapter 7 2345 0 0 38. Act IV, Chapter 8 7242 0 0 39. Act IV, Chapter 9 6161 0 0 40. Act IV, Chapter 10 11288 0 0 41. Act V, Chapter 1 12170 0 0 42. Act V, Chapter 2 3204 0 0 43. Act V, Chapter 3 7727 0 0 44. Act V, Chapter 4 3213 0 0 45. Act V, Chapter 5 7099 0 0 46. Act V, Chapter 6 8061 0 0 47. Act V, Chapter 7 5544 0 0 48. Act V, Chapter 8 5414 0 0 49. Act V, Chapter 9 6046 0 0 50. Act V, Chapter 10 7849 0 0 51. Act VI, Chapter 1 6040 0 0 52. Act VI, Chapter 2 3614 0 0 53. Act VI, Chapter 3 4633 0 0 54. Act VI, Chapter 4 4638 0 0 55. Act VI, Chapter 5 2781 0 0 56. Act VI, Chapter 6 6382 0 0 57. Act VI, Chapter 7 4027 0 0 58. Act VI, Chapter 8 7169 0 0 59. Act VI, Chapter 9 4260 0 0 60. Act VI, Chapter 10 5574 0 0 61. Glossary and Appendices 10011 0 0 62. Update: A potential podfic 265 0 0