Some things prove that what’s already strange can get so much stranger. This time on From Panel to Play, we’re taking another look at one of the best spellslingers in the business as he moves from Panel to Play with an all-new version. It’s Doctor Strange, Sorcerer Supreme!
Stephen Strange has had many unusual encounters, but none have tested him so much as losing his connection to the arcane power of Earth. Without his magical mastery, Stephen Strange was forced to seek out new allies and a new source of energy beyond the boundaries of Earth before he could reclaim the title of Sorcerer Supreme.
On this journey to rediscover his magical abilities, Strange enhanced his arsenal of arcane skills with magic of alien origins and battled for the control of one of the Infinity Gems. This new vision of Doctor Strange as the Sorcerer Supreme sees him with a suite of new, powerful abilities. He’s traded in his Bolts of Bedevilment for the Baleful Bolts of Balthakk, which calls on Balthakk to conjure powerful electrical charge. This attack hits at Strength 5 and has the Pierce special rule, representing the electricity coursing through the defenses of Strange’s target.
He also has learned the Deadly Daggers of Daveroth, a spell the Shadowqueen once used against him. This hail of daggerlike energy allows Doctor Strange to choose why kind of attack it will be: physical, energy, or mystic and inflicts the Poisoned special condition on a target it damages.
His last and most potent attack is the Shining Circle of the Seraphim, a spell that surrounds Strange with a blazing radiance to damage his foes and cleanse his allies. Costing 6 Power, this Strength 7 mystic attack has an Area 2 range but only hurts hostile characters. As the radiance scorches those who oppose the sorcerer, it purifies and heals his allies thanks to the Cleanse and Salve special rules. Cleanse allows Strange to remove 1 condition from himself and each allied character within Range 2, while Salve removes 1 damage instead.
Representing his time and experience as a sorcerer, Doctor Strange has a new suite of abilities. They reflect his greater control over magic as well as the practical experience of facing down elder evils and rival spellcasters.
His Scalpel of Strange ability demonstrates the (pardon the expression) surgical precision with which the doctor works with a team. With it, he can teleport himself or a friendly character nearby away, pulling them from the line of danger or setting them in position for a sudden strike.
When he becomes the Sorcerer Supreme, the Vishanti bestow their blessings on Doctor Strange. This comes in the form of Chosen of Vishanti, an innate power that gives him 2 additional power during the Power Phase.
Also denoting his rank as Sorcerer Supreme, Strange bears the Eye of Agamotto once worn by his master, the Ancient One. In Strange’s hands, the Eye allows him to modify and reroll failures in his dice rolls.
Last but not least, the Mystic Armor of Strange grants him additional protection against attacks that rely on energy or mystical forces. When targeted by one of these attacks, the armor allows Strange to convert one of the attacker’s hit, wild, or critical results to a blank for each wild Strange rolls in defense.
That’s all for our first look at the good doctor in his status as the Sorcerer Supreme!
Be sure to check back for yet another installment of From Panel to Play, the series where we give you your first look at how your favorite characters transition to the tabletop in Marvel: Crisis Protocol. Pre-order your own copy of the Doctor Strange & Clea Character Pack at your local game store or through our webstore today!
Until then, Atomic Mass Transmissions, signing off!
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